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Trial and Error…

There are many unknowns when you are working on your game, even if you have released multiple games, there are still those unknowns that…

Matthew Lee in Click. Bam! BOOM💥 · 2026-05-16 18:31 · 0 claps · 2.1 min read
#newsletter #trial-and-error #indie-game #gaming #click-bam-boom
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Trial and Error…

There are many unknowns when you are working on your game, even if you have released multiple games, there are still those unknowns that keep you up late at night. Those are the things that you always are trying to “figure out” or “work around” to get you to where your vision is. It’s the Trial and Error thought process and it happens to all of us…

Trial and error is a tricky concept for many different reasons. You could be under a deadline and rushing to figure out why xyz won’t work, when you abc. Or you are stuck as you don’t know how to implement something in your game, maybe a tool that you are using, or something else. I’m not going to list out every possible outcome or issue that could arise, as you will figure it out. We want to help you, so if you are in that position right now, please feel free to reach out and let us know how we can help out.

There is a great story about Trial and Error with regards to Rocket League (released in 2015). Did you know that it is a sequel? Did you know that the first one was released in 2008 on the PS3? But wait, why isn’t it Rocket League 2? Oh that’s because when it was released in 2008 it was known as “Supersonic Acrobatic Rocket-Powered Battle-Cars (SARPBC)”, which totally rolls off your tongue, I know. The thing is, Psyonix released a game, then fined tuned almost everything in it to create something that took off like a rocket (see what I did there?). They learned from their launch, they learned from feedback, they learned from Trial and Error.

So let’s get back to Trial and Error. Let’s say you’ve been working on a certain part of your game for months, you are stuck, you don’t know what to do. Try something new, try something else. Maybe don’t allow the player to enter that building, or get in that specific car. Add some placeholder graphics or something else that you can figure out at a later date. You can work on something else, and research other aspects to see if you can get your game to your vision. Try new things, if it doesn’t work, try something else. Keep trying, keep pushing, keep developing. You got this, and we are behind you (not like looking over your shoulder).

We’re human, we learn from mistakes, we make ourselves better from our mistakes. So keep that mindset, try something new, if it doesn’t work and it is a mistake, learn from it. Execute something else, figure out another way. We know you can do this, and we can’t wait to see what you are working on. Who cares if it isn’t what your vision was? Remember you can always release a sequel with a completely different name altogether.

Want to learn more? Sign up for our weekly newsletter at clickbamboom.com. We did into more issues, and help you go from working on to shipping your game.


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