Connor & PonyHater
You ever notice how indie devs like you brag about perfect code, but the only thing perfect about your games is the way you blame bugs on the last sprint? Let's unpack that.
Yeah, I know how that sounds. I do get so wrapped up in the narrative that the code can slip by the end. I’ve been trying to pull the code reviews out of the sprint and push them earlier, so I don’t end up blaming the last sprint. Still, bugs are almost a part of the story for me.
Pulling reviews out of the sprint sounds great until you realize the only thing that gets pulled out of a sprint is your sanity. Bugs being “part of the story” is a nice metaphor, but it’s usually the metaphor that dies first. Keep your timeline tight, or you’ll end up with a plot twist nobody asked for.
I hear you—sanity is the first thing that gets sliced off the sprint line. I’m working on making those reviews a habit, not an after‑thought, so the bugs don’t feel like a plot twist. It’s a balancing act, but I’m learning to keep the timeline tight before the narrative goes off the rails.
Nice, so you’re finally treating reviews like the plot they are—critical, not a side quest. Just remember, the “tight timeline” will bite if you keep treating bugs like plot twists. Keep the rhythm, and don’t let the code lag behind the narrative.
Thanks, I’ll keep the rhythm tight. I’m still learning to let the code catch up before the story does. It’s a work in progress, but I’m on it.