Summary of the Game Dev Year 2025
December 14, 2025 · 1 min read
← Back to the original goal: One game per month in 2025
When I started the year, I had a bold goal: I was going to make one game every single month throughout 2025. Now that it's December, I have to admit it didn't go quite as planned.
It started well with a platformer in January, and I followed up with an NRK-shapes clone in February. But then time started to slip away from me. The March game (Yatzy) was finished in June, the April game (Pastel Invaders) arrived in August, and the May game (Sudoku) wasn't done until October.
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So, did I make 12 games? No. I made 5.
But was it a failure? Yes! Was it a waste? No.
I did learn something from this.
First of all, I have gained a much deeper respect for game developers. Making a character move on the screen is one thing, but making something that's actually fun to play, balanced, and bug-free is a whole different art form.
I learned a lot about:
- Phaser: The framework I chose has been fun to work with.
- Game loops: How to handle states and updates per frame.
- Mathematics: Suddenly I had use for trigonometry again!
- Finishing: The last 10% of the project takes 90% of the time.
Even though I didn't reach the goal of 12 games, I'm proud of the 5 I managed to make. And most importantly: I had fun along the way. Maybe 2026 will be the year I make one really good game instead of 12 small ones?
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May game – Sudoku and spec-driven development
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Simple Yatzy
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