When The Game Felt Empty
There was a point in Species Zero where I had to admit something I did not want to admit.
The app was working, more or less. You could make an account. You could raise these strange AI-generated creatures. There was feeding. There were evolutions. I had added payments for people who wanted to speed things up. I had a prestige idea called Discoverer Ranks, so players could feel like they were making progress over time.
On paper, it sounded like a game.
But then I said the thing out loud: “This game is not good.”
That was the moment the direction changed.
Before that, I think I was treating the game like a checklist. Add an account system. Add feeding. Add evolution. Add rewards. Add payments. Add status. If enough pieces were there, surely the fun would appear somewhere in the middle.
It did not.
And to be honest, that was discouraging. I had already been through the usual “what on earth is happening?” moments. Account creation looked like it was failing, but it had actually succeeded. A missing little software piece caused the preview to break with scary-looking errors. Later, the preview got stuck again because the app was trying to reorganize itself and one of the creature calculations seemed to hang.
For a non-coder, these moments are not small. They feel like walking into a room where all the labels are in another language and the lights are flickering.
So when I finally got past enough of that to see the game running, I wanted to feel pleased.
Instead, I felt flat.
The earlier warning sign had already been there. At one point I remember thinking, or saying in some form, “I don’t understand what is next after feeding.” That led me to add a Next Step hint, which basically tells the player what to do next. That was useful. It made the loop clearer.
But clearer is not the same as fun.
The bigger problem was that the creatures did not feel alive enough. They existed, but they did not have much presence. I could feed them and watch numbers or stages change, but I did not feel attached to them. And if I did not feel attached, why would anyone else?
So I stopped thinking of the project as an “infinite creature evolution simulator” first.
That phrase sounds grand, but it also let me hide behind systems. Infinite this, generated that, progression something. It all sounds impressive until you tap around and realize you do not care what happens next.
The new direction became much simpler: make the creature feel like something you are raising.
That led to a set of design changes. Creature Voice, where the creature can have little first-person thoughts. Overnight Dreams, so something can happen while you are away. Evolution drift, so the creature changes in a less mechanical way over time. Random events. Some social features. Better art direction.
I did not throw away the whole game. But I did abandon the idea that more mechanics would automatically fix it.
That was a hard lesson for me because adding features feels productive. It gives me something to point at. “Look, now it has payments.” “Look, now it has ranks.” “Look, now it has another system.”
But the real question was much smaller and much more brutal:
Do I want to come back tomorrow?
At that moment, the honest answer was no.
So the work changed. Less stacking. More feeling. Less “what can the app do?” and more “why would anyone care?”
I am still figuring that out. I still get tangled in the builder. I still hit errors that make me want to close the laptop and become a person who collects bird feeders instead.
But that uncomfortable moment helped. Saying “this isn’t good” did not end the project. It made it more honest.
Small takeaway: sometimes the best feature is admitting the current one is not enough.
Keep reading
My First Real Wall
I thought the game was broken before it had really begun. The worst part was not the bug, but not knowing what kind of bug it was.
My First Big Creature Prompt
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Starting Species Zero Felt Ridiculous
I wanted a creature game that kept surprising me. Starting it with AI felt exciting, oversized, and slightly absurd.
The Day I Stopped Saving Everything
I wanted my AI mystery game to remember every detail. Then the browser basically told me: absolutely not.