Learning When to Stop
*Text improved with ia
Breakdash — Learning When to Stop
Starting point
After finishing three small game projects, I reached an important realization: the problem was no longer a lack of ideas.
It was the opposite.
Every project generated an endless list of “this could be better”. More polish, more systems, more features. And that list carried a real risk: never finishing.
For this project, I decided to change my priority. Instead of improving endlessly, I wanted to move faster, accept imperfection, and focus on immediate fun.
The idea
Breakdash started from two simple concepts:
- A single-level Breakout-style game
- A chaotic dash movement, more physical than precise
The goal wasn’t innovation. It was experimentation: collisions, game feel, and rhythm, under a very clear constraint:
A very simple game with a single main interaction.
Conscious restrictions
From the beginning, I imposed strict limits:
- One level only
- No complex systems (score, progression, currency)
- Zero or at most one power-up
- Focus only on:
- Movement
- Collision
- Visual feedback
- Sound
The guiding question was simple:
How much can you achieve with the bare minimum?
The process
As development progressed, many extra ideas appeared:
- Power-ups
- A timer
- More levels
- More complex particle systems
- Better art
- A polished UI (Or any UI at all)
This time, I stopped on purpose.
Once the core gameplay loop was working, I made a conscious decision:
“This is enough for now.”
It was an exercise in slowing down the instinct to polish endlessly and respecting the original scope.
The result
The result is Breakdash:
- An extremely simple game
- Basic mechanics with a good sense of rhythm
- Collisions, bounces, and effects that feel satisfying for a few minutes of play
It’s not a deep game, and it doesn’t try to be. But it works.
And that already means a lot.
As I wrote in the game description:
“For this project I wanted to experiment with very simple mechanics and the restriction of only one interaction… the result is better than I expected. Still, I can barely say this is a game.”
Key takeaways
This project left me with some very clear lessons:
- Simple things can still be fun
- Not everything needs to be fully polished to be valid
- Publishing small games is uncomfortable — and that discomfort is part of the process
- Learning when to stop improving is a skill that needs training
- Finishing small projects builds more confidence than dreaming about big ones
Closing
Breakdash is not a great game. But it is a solid step forward.
One more finished project. More speed. Less mental weight.
And most importantly, a practical reminder of something I’m trying to internalize:
Moving forward imperfectly is better than not moving at all.
*Text improved with ia
Files
BreakDash
Breakout clone
| Status | Prototype |
| Author | developer.gd |
| Genre | Puzzle |
| Tags | Arcade, ball, blocks, bounce, Breakout, Minimalist, paddle |
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