My favorite part of game development is game testing.
It’s where everything comes together—gameplay, design, and mechanics. I love diving into each level to find bugs, polish user experience, and make sure the game feels smooth and fun. Testing isn’t just about fixing errors—it’s about ensuring the player’s journey is engaging and glitch-free. It’s incredibly satisfying to see a game evolve into a refined experience through careful testing!
Great point you have here. Testing is very much as important as the development of the game! Being able to identify not only bugs but other things such as if the game is fun, how does the player feel while playing your game, and more. Great point @manubrs
I’m late on this, but definitely having an idea in your head, and having that idea slowly become a reality. It’s a pretty cool, unique kind of feeling that whatever you had in your head doesn’t have to stay there.
Yeah that is a pretty awesome feeling being able to see your idea in action! Your game idea is now a reality. Pretty cool.
The most satifiying feeling of finally fixing a major bug in-game
but building the map is kinda boring
ChatGPT said:
That’s such a great question — honestly, seeing what everyone enjoys about the process is one of the most inspiring parts of game dev discussions like this!
For me, my favorite part is definitely bringing ideas to life through gameplay — that moment when a mechanic finally works the way you imagined, or a character starts to feel real because of the dialogue and movement. It’s super rewarding to see all the pieces (art, code, story) come together into something playable.
I also love the creative back-and-forth that happens during development. When you’re brainstorming or problem-solving with others, you get so many new perspectives that end up making the game way better than what you could’ve done solo.
And I have to say — collaborating with a skilled team (like the folks at Juego Studio, who do some incredible 3D game and art work) can really elevate the experience. It’s amazing what happens when programmers, artists, and designers all sync up toward one vision.
What about you — do you lean more toward the creative side (like story and worldbuilding) or the technical side of organizing and implementing everything?
Was this an answer from chatGPT? lol. Good response nonetheless, but your top line says
And to answer the last question, I am more of the technical designer. I enjoy creating mechanics, systems, and features. I enjoy breaking down mechanics from other games as well. Super fun trying to figure out how mechanics work and how they can be used.
I also focus a lot on organizing my assets, workflow, and documentation. I truly enjoy these aspects of organizing and I also feel a lot of teammates I work with appreciate me being that way so they don’t have to do it haha.
My favourite part of game development is being creative. I no joke can lay out a step by step plan of everything I need to get done of the next few days / weeks, and then as soon as I think of a cool idea, ignore everything I need to do and make that idea instead! I really enjoy the programming and bug fixing side of things, and I don’t get too bothered by fixing bugs, especially now that the forum is helping me out so much. I do also like organizing things, but I usually organize tasks to do instead of assets or code. Most of the time, my events sheet looks like a train wreck! In my main scene right now, I have 2 at the beginning of the scene events! ![]()
Hey @SnowyRawrGamer thanks for commenting! Awesome list of things that you like and yeah I agree sometimes I myself plan a list of todo work and I will get sidetracked with something else haha.
Also depending where I am at in development my code is very unorganized because I just want to get things up and running. I deal with reformatting and polishing later on. So I guess I am with you on my code or event aspect as well haha.
Hi Ryan!
Idem!
A+
Xierra
multiple beginning of the scene events is perfect for running in parallel universes - there’s an extension for doing this and for syncing variables across multiple universes
I kind of like all of it but with every game that i’ve done thus far, its like this…
I work obsessively on the game before and after work for 3 months. I’m really into it!
Then I get to a point where I seem to be doing nothing but bug fixing and it’s starts take me an hour and a half to fix something fairly simple because the complexity has go to the point where I can no longer hold all the information in my cranium! Half the variables I’ve forgotten what they do, and I start wanting the game to bleep off and leave my head alone!!
An hour and a half fixing a bug on a bug yesterday! - tracked it down to a Typo on a variable!! Wasn’t highlighted in red as there’s that many variables, that i could just spam the keyboard indefinitely and there would still be a variable called it!
Gah!!
And it’s why, i say to you my friends, it is very important to have:
- a notebook with all important things written on it like variables, tricks used, etc.
- remarks and comments in your évents.
- etc.
It’s not lost time to do that because you will save time later.
When i stopped to do my game during 1 month, i was very happy to have doing like that.
A+
Xierra
Yes I agree and it’s a great tip @Amigo54 .
I know in other engines I always try my best to separate my code, so when I see variables on a certain script I will know that they are ONLY for that script. Also naming variable is very important for this reason. When you come back to a project at a later date it makes it easy to just look and understand what it is supposed to do in the first place so that you don’t have to hunt it down and waste time.
I still make these mistakes though because when I start projects I am very scrappy when I make stuff just to get something up and running. It’s not pretty, not very organized, and kinda messy. But it works! Then I refactor my code and organize here and there at certain points in development to make it easier for me. Unless I am working in a larger group, I will do this same step but ONLY submit an easier to read refined version when my mechanic or what not is complete. And only do little by little at a time.
@petlimpet i totally understand the feeling you are talking about as I have been down that same path many times! The life of gamedev. Haha
looking at all the things I’ve started and not finished apparently my favourite part is “scope creep” ![]()
Don’t worry @Tambo! You are not alone haha. I call my games that I never finished the graveyard, where my prototypes goes to rest to never be touched again.
I had that problem with roblox studio. My graveyard there would be over 10 mostly finished games
I’ve never had that problem with GDevelop though as I am very new to the platform and my first ever game releases tomorrow ![]()
making the soundtrack ![]()
How did you get on with Roblox? I was all set to start a game in Gdevelop with my son and then all of a sudden he wants to make it in Roblox! No one plays games made with Gdevelop! he tell me…sticks his phone in my face…look! he says …look how many plays this Roblox game has had!!
…you need to learn LUA he says
I don’t really want to! …I’m way too old for Roblox!
Yes …making the soundtrack is my light relief from the 3month in brick wall I mentioned above! It’s like a small therapeutic oasis free of logic and maths