Make Games

makegames.tumblr.com · Personal blog · on HN since 2010

Make Games is Derek Yu's Tumblr, by the creator of Spelunky, with advice on finishing games, pixel art, and indie development.

What HN saysHN commenters call his "Finishing a Game" post a favorite classic and quote its advice to treat finishing as a skill. His pixel art tutorial also gets linked.
22HN people shared it
9linked it in comments
14stories submitted
300story points
2 years agolast shared
2010people per year2026

Most-shared posts

  1. 1
    Finishing a Game
    18 people · 103 points · first shared 2010 · 11 comments on HN
  2. 2
    Pixel Art Tutorial
    2 people · 193 points · first shared 2013 · 38 comments on HN
  3. 3
    Making it in Indie Games: Starter Guide
    1 people · 2 points · first shared 2013 · discussion on HN
  4. 4
    The Full Spelunky on Spelunky
    1 people · 2 points · first shared 2011 · discussion on HN
  5. 5
    Firm but fair
    1 people · first shared 2022

What HN people wrote when they linked it

blueblimp · 2024-09-02
My favorite blog post on tips for finishing is this classic by Derek Yu (of Spelunky fame): https://makegames.tumblr.com/post/1136623767/finishing-a-game.
MattRix · 2022-06-04
For those unaware, Derek Yu is the creator of Spelunky. Here’s one of his best posts, it’s about how to actually finish making a game: https://makegames.tumblr.com/post/1136623767/finishing-a-game
ceronman · 2019-04-29
I also struggle with this. The best advice I've found is a 9 years old blog post by Derek Yu [1]: "Treat finishing things as a skill rather than a step in the process". We all have different skills, we can be good at programming or at graphic design or at music composition or at communication. Having these skills give you advantage, but you have to remember that at some point you didn't have those skill, those were cultivated. If you treat finishing things as a skill that has to be cultivated, where you suck at first, but with enough practice you get better and better, then you get into a mindset that will allow you to be more and more disciplined. So start small, take smaller projects, as small as possible. Make sure you finish them, slowly increase the difficulty level, you will get there. [1] https://makegames.tumblr.com/post/1136623767/finishing-a-game
CmonDev · 2015-03-02
It's just his business, he wants to keep making IDEs with a visual aspect to them, so he has to produce posts like this to justify it to the investors. Would be great if he finished the previous one before starting the new one though. Finishing is a skill mankind would benefit from even more: http://makegames.tumblr.com/post/1136623767/finishing-a-game
derstander · 2018-11-01
charliepark · 2013-03-04
Read http://makegames.tumblr.com/post/1136623767/finishing-a-game, and everywhere where he says "game", replace it with "your side project". Shipping makes everything better.
jbrennan · 2012-02-06
This is a total rip of this article: http://makegames.tumblr.com/post/1136623767/finishing-a-game without any attribution.
nihilocrat · 2010-09-24
Or you could just make video games. Just be sure to finish them. The mantra in indie/hobby video game development is "finish your games, and if you can't finish, try making something simpler". See also: http://makegames.tumblr.com/post/1136623767/finishing-a-game
danbolt · 2022-03-21
I'd be interested in hearing your opinion on a different alternative, given you probably have better insight into the game's difficulty than I do. I think fans appreciate a sense of "fairness" [1] from Elden Ring and it seems very similar to Celeste in a lot of ways. Part of me wonders if that's a visual communication thing? Enemies (and especially bosses) in FromSoftware games usually have big, slow, windups. It's visually interesting and a big part of getting to know the openings like you mention. I find I have to empirically learn the cause/effect of those animations though, or I find I can't necessarily know how big Godrick's wind attack is without experiencing it a few times first. I sometimes wonder how the game would play if there was more visual information on the safe zones of attacks that the player could intuit. Or, I've noticed that my friends have gotten frustrated when they've gotten hit and not known why. Thoughts? Maybe it ruins the magic though. All that said, I think Elden Ring is overall fine as it is. [1] https://makegames.tumblr.com/post/4949412103/firm-but-fair

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