Failing, better.

So a thing that’s been on my mind a bit lately; I wrote a very small game, and it’s not very good.

I’m figuring out how to be okay with this. It’s not as hard as I expected it to be (the coming to terms, I mean, not the writing).

I don’t know how to fix it, exactly – I have fetched up hard against the taste gap, and knowing it’s not as good as I want doesn’t mean I can tell how to make it as good as I want. And I’m not sure I have the time to learn how to fix it. I mean, I could read up and study and analyze and fix it (or make a new one that was better), but I only have so much time to spend on making things , and ultimately, there are things I want to do more than I want to figure out how to make the game better.

(This feels like a very old-person post, in some ways. The finite amount of time.)

And it was a fun game to make, too. So I guess I’ll give it another pass to polish it, and call it good. It’s useful to know that I can still just do something to play around, and enjoy that.

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