Solo Developer Journey: Lessons Learned Building GET YOKED
A candid look at the challenges, victories, and hard-learned lessons from two years of solo game development.
The Beginning: From Idea to Implementation
GET YOKED began as a shower thought in early 2023. I was alternating between playing Slay the Spire and hitting the gym, when it occurred to me that the strategic depth of deckbuilding games could perfectly capture the planning and progression aspects of bodybuilding. The idea seemed so obvious that I was surprised no one had done it before – which should have been my first warning sign.
As a solo developer with a background in web development but limited game development experience, I initially underestimated the complexity of what I was attempting. "How hard could it be?" I thought. "It's just cards and muscle graphics." This naive optimism would carry me through the early months, but it would also set me up for some harsh reality checks down the road.
The first few months were pure excitement. Every small milestone felt like a major victory. Getting basic card mechanics working, implementing the first muscle group interactions, seeing the character model change for the first time – these moments of progress kept me motivated through the long nights of coding and debugging.
Looking back, I realize that this initial enthusiasm was crucial for getting through the overwhelming scope of the project. If I had truly understood the magnitude of what I was attempting, I might never have started. Sometimes ignorance really is bliss, especially for solo developers taking on ambitious projects.
The Reality Check: Scope Creep and Feature Fatigue
About six months into development, I hit my first major crisis. The game had grown far beyond my initial vision. What started as a simple deckbuilder had evolved into a complex system with nutrition tracking, detailed body composition modeling, equipment management, and even a social media simulation where your character gained followers based on their physique development.
The problem wasn't that these features were bad – many of them were actually quite innovative. The problem was that I was trying to build everything at once, without a clear prioritization framework. Every new idea seemed essential, every feature felt like it would be "the one" that made the game special. This led to a sprawling, unfocused experience that was neither fun nor coherent.
The wake-up call came when I showed an early build to a friend who was both a gamer and a fitness enthusiast – exactly my target audience. After playing for 30 minutes, his feedback was devastating: "I can see you've put a lot of work into this, but I don't understand what I'm supposed to be doing or why." The game was so complex that it had become impenetrable to the very people I was trying to reach.
This led to what I now call "The Great Simplification" – a painful but necessary process of cutting features that had taken months to develop. I had to learn the hardest lesson of solo development: saying no to good ideas so you can say yes to great execution. It's a lesson I'm still learning, honestly.
Technical Challenges: When Ambition Meets Reality
One of the most challenging aspects of developing GET YOKED was implementing the visual transformation system. I wanted players to see their bodybuilder's physique change dynamically based on their training choices – chest workouts should make the chest bigger, leg training should add mass to the legs, and so on. This seemed straightforward in concept but proved incredibly complex in execution.
My first approach was to create multiple 3D models for each body part at different development levels and blend between them. This quickly became a nightmare of asset management and memory usage. I had dozens of model variations, complex blending algorithms, and a system that could barely run on high-end hardware, let alone the web browsers I was targeting.
The solution came from an unexpected source: studying how character customization works in RPGs. Instead of creating separate models for each muscle development level, I developed a system of vertex deformation that could modify the base mesh in real-time. This not only solved the performance issues but also allowed for much more granular and realistic muscle development.
The technical challenges taught me that as a solo developer, I need to be both ambitious and pragmatic. It's important to push boundaries and attempt innovative features, but equally important to recognize when a approach isn't working and pivot quickly. The month I spent struggling with model blending could have been avoided with better research and planning.
The Mental Game: Dealing with Isolation and Doubt
Solo development is as much a mental challenge as it is a technical one. There were months where I questioned everything: Was the game actually fun? Would anyone want to play it? Was I wasting my time on a project that would never see the light of day? These doubts are amplified when you're working alone, without a team to bounce ideas off or provide encouragement during tough times.
The isolation was particularly difficult during the pandemic. Working from home on a solo project meant days would pass without meaningful human interaction. I found myself talking to my computer screen, having full conversations with the game characters as if they were real people. While this might sound unhealthy, it actually helped me develop a deeper understanding of the game's personality and voice.
I developed several strategies for combating isolation and maintaining motivation. Regular walks became essential for mental health and often led to breakthrough moments in game design. I started participating in indie game development communities online, which provided both technical support and emotional encouragement. Most importantly, I learned to celebrate small wins and acknowledge progress, even when the finish line seemed impossibly far away.
The mental aspect of solo development is something I wish I had prepared for better. It's not just about having the technical skills to build a game – it's about having the psychological resilience to persist through months of uncertainty and self-doubt. Future solo developers should treat mental health as seriously as technical competence.
Player Feedback: The Good, The Bad, and The Constructive
Opening your solo project to public feedback is terrifying. You've poured months or years of your life into something, and now strangers on the internet are going to tell you what they think. The first few reviews were an emotional rollercoaster – praise felt like validation of my entire existence, while criticism felt like personal attacks on my character.
Over time, I learned to separate my ego from the feedback and focus on the underlying insights. A comment like "this game is confusing" isn't a personal attack – it's valuable data about the user experience. Someone saying "I don't understand the card mechanics" isn't criticizing my intelligence – they're highlighting an area where the game needs better explanation or design clarity.
The most valuable feedback came from players who really engaged with the game and provided specific, actionable suggestions. Comments like "the chest development feels too fast compared to leg development" or "the competition judging criteria aren't clear" gave me concrete areas to improve. These players became unofficial beta testers and helped shape the game's balance and accessibility.
I also learned to distinguish between feedback that indicated genuine problems versus feedback that reflected personal preferences. If multiple players mentioned the same issue, it was probably a real problem that needed addressing. If one player wanted a completely different type of game, that was valuable to understand but not necessarily actionable.
The Business Side: Marketing a Niche Game
As a developer, I naively assumed that if I built a good game, people would naturally find it and play it. This "build it and they will come" mentality is probably the most common mistake solo developers make. Creating a great game is only half the battle – the other half is getting it in front of the right audience.
GET YOKED faces a unique marketing challenge because it sits at the intersection of two communities: gamers and fitness enthusiasts. Traditional game marketing approaches don't always work in fitness communities, and fitness marketing approaches don't always resonate with gamers. I had to develop a dual strategy that could speak to both audiences authentically.
Social media became crucial for building awareness, but it required a different approach than traditional game marketing. Instead of just posting screenshots and trailers, I shared development insights, fitness tips, and behind-the-scenes content that provided value beyond just promoting the game. This helped build a community around the game rather than just an audience for it.
The lesson here is that marketing isn't something you do after you finish the game – it's something you start from day one. Building an audience, gathering feedback, and creating buzz should be ongoing activities throughout development, not afterthoughts once the game is complete.
Technical Debt: When Quick Fixes Become Long-Term Problems
In the early stages of development, I made numerous decisions that were expedient in the moment but created problems down the line. Quick fixes and temporary solutions have a way of becoming permanent features, especially when you're working alone and don't have code reviews to catch these issues.
The most significant technical debt came from my approach to data management. Initially, I stored game data in a simple JSON structure that worked fine for the basic prototype. As the game grew more complex, this system became increasingly unwieldy, but I kept patching it instead of rebuilding it properly. Eventually, I had to spend three weeks completely rewriting the data layer – time that could have been avoided with better initial planning.
Solo developers are particularly susceptible to technical debt because there's no one else to question your decisions or suggest better approaches. I learned to periodically step back and evaluate whether my current systems were still serving the game's needs or if they had become obstacles to further development.
The key lesson is that "good enough" often isn't good enough in the long run. While it's important to avoid over-engineering, it's equally important to build systems that can scale with your project's growth. Solo developers need to be particularly disciplined about this because the consequences of technical debt fall entirely on their shoulders.
Looking Forward: What's Next for GET YOKED
After two years of development, GET YOKED is finally at a point where I'm proud to share it with the world. The game captures the strategic depth and progression satisfaction that I originally envisioned, while remaining accessible to players who might not have extensive bodybuilding knowledge.
But this isn't the end of the journey – it's really just the beginning. I have plans for additional character classes, new competition types, and expanded customization options. The feedback from players will continue to shape the game's evolution, and I'm excited to see how the community embraces and builds upon what I've created.
The experience of building GET YOKED has taught me more about game development, project management, and personal resilience than any course or tutorial could have. While I wouldn't recommend solo development to everyone, for those who are willing to embrace the challenges and isolation, it can be incredibly rewarding.
To aspiring solo developers reading this: expect the journey to take longer than you think, to be more challenging than you anticipate, and to be more rewarding than you can imagine. Focus on building something you personally want to play, because you'll be playing it more than anyone else during development. And remember that every successful game started with someone who had an idea and the persistence to see it through.
Final Thoughts: The Solo Developer's Paradox
Solo development is full of paradoxes. You have complete creative control, but also complete responsibility for every mistake. You can work at your own pace, but also face the pressure of being the only person pushing the project forward. You get to see your personal vision come to life, but you also have to make every decision without the benefit of diverse perspectives.
The key to navigating these paradoxes is understanding that they're not problems to be solved, but realities to be managed. Success as a solo developer isn't about eliminating the challenges – it's about developing the skills and mindset to work effectively within them.
GET YOKED exists because I was willing to embrace these paradoxes and persist through the inevitable difficulties. It's not a perfect game, but it's a game that wouldn't exist without the unique perspective and dedication that solo development provides. And ultimately, that's what makes the entire journey worthwhile.