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My Game Development Journey

Published
3 min readView as Markdown

I have been running multiple businesses for one year, but I failed in all of them.
After that, I decided to learn programming.

I realized that businesses with a low barrier to entry are very hard to make money from.
In my case, game development felt like a good choice.

I am a Korean male, and I will enter military service soon. During military service, I cannot manage paid services or customer support.
However, games based on ad revenue require much less active management, so they fit my situation well.


Goals of This Project

  1. Become a developer who can use AI effectively

  2. If my business fails again, gain the ability to get a developer job

  3. Make money through game development


Project 1: FlappyMoney

Development time: 2 weeks

This game is simple: the player taps the screen, a money character jumps, avoids obstacles and ruins, and tries to make more profit.

While making this game, I became confused about game structure, and I relied too much on AI.
I felt that something was wrong.

FlappyMoney

https://www.newgrounds.com/portal/view/1013607


Project 2: Clicker Game

Development time: 1 day

I work with my twin brother on development projects.
I believe making games with two people can be faster and more efficient.

However, I also realized that starting a project without enough knowledge can make us lazy and unfocused.

So we decided on a challenge:

  • January: one game per day

  • February: one game per two days

  • March: one game per three days

This way, we can grow fast at the beginning, and later make higher-quality games with longer deadlines.

Before starting the project, we designed the script structure first.
We worked for 12 hours, but we failed to complete the game.

I felt confused about how to use AI.
Too much work was handed to AI, and because of that, my own understanding and speed became worse.

ClickerGame

https://github.com/lyyzzayo-commits/ClickerDefense.git


Project 3: Merge Game

Development time: 1 day

We failed to complete this game.

However, I started to improve my ability to understand code structure, even though I was still confused about using AI properly.

MergeGame

https://github.com/kimtaeha606/merge-game.git


Project 4: Strike Game

Development time: 1 day

During this project, I fought with my brother because we did not make decisions equally.

Even so, we completed the game for the first time.

This game is about dragging and shooting a ball into a catcher.

Through this project, I learned:

  • How important teamwork is

  • How much code structure understanding matters

StrikeGame

https://github.com/lyyzzayo-commits/strikegame.git


Project 5: JumpFrog

Development time: 1 day

We successfully completed this game.

The game is about dragging and releasing a frog to avoid lava and arrows.

JumpFrog

https://github.com/lyyzzayo-commits/jumpflog.git


Project 6: Idle Mine

Development time: 1 day

We failed to complete this game.

This project had too many systems, and I felt overwhelmed by both work and code.
Most importantly, we failed to communicate, and we could not understand each other’s code.

So we changed our development approach:

  • More communication during the planning stage

  • I make the decisions

  • AI writes code as an implementer, not as a superior

IdleMine

https://github.com/lyyzzayo-commits/idle_mine.git


Project 7: GunHit

Development time: 1 day

We completed the game very quickly.

I no longer felt confused about code structure or overloaded with work.

GunHIt

https://github.com/kimtaeha606/gun-hit.git


Project 8: FlapGun

Development time: 1 day

Our development speed kept increasing.

Before, it took 12 hours to make a game.
Now, we can make a game in 6 hours.

This growth felt very real.

I can now review AI-generated code and fix or modify it freely.

FlapGun

https://github.com/lyyzzayo-commits/Flap-Gun.git


What I Learned

I now believe that the most important skills for a developer are:

  • Designing a clear structure

  • Using AI as a powerful tool, not a replacement for thinking

I will publish again after completing my next game.