That is probably a slightly misleading headline. It’s never really time to stop tweaking in my world! If I didn’t have deadlines imposed by jam deadlines and the like, I would probably just keep making tweaks forever and never release anything as a result. This is also true for non-code-y writing, which is why I’ve always found it so difficult to bite the bullet and send out my novel pitches to agents. It always feels like things could be a tiny bit better with just one more pass.
However, even when no deadline is involved, I can still sort of tell when it’s time to stop, even if I’m slightly in denial about it. When I do yet another playtest and there’s just one or two tiny things, and I’m dithering on whether I should even change them, and I go back and forth on those tiny things for a few runthroughs without spotting anything else I want to change… at that point, I really do need to stop faffing and get the project out into the world.
This post is a result of prepping my post-comp update for The River of Blood this week. The EctoComp judging period comes to an end on Friday, and after that I’ll be free to update my game (you’re not allowed to do so for Petite Mort games while the competition is still on). Originally I was just going to fix the one bug somebody had pointed out, but then I started messing about with something else due to somebody else’s feedback, and then while testing that I found another bug, and it took me ages to pin it down… I’m done now, though, and I’m sitting on my hands with that for the rest of the week (unless anybody flags up anything else, which is unlikely at this late stage of the competition). I’m looking forward to posting that update.
It’s time to get back to playing other people’s games, which was the main aim of this week!