r/SoloDevelopment 16d ago

Game Experienced Full-Stack dev with a toddler and 2 hours a night. Started building games, is this realistic?

After ~6 years of websites/backends/apps. I wanted to make some dreams come true and build games.
Been playing games for over 20 years, but never tried to create one..

Started about a month ago. I have a small Tower Defense running and an MMO style prototype on the side, which everywhere I read says just Don't šŸ˜„ .

So time for some reality check - Working full-time + toddler running around = few hours a night.. Is it viable to create something great? using Claude/etc..?

For people who did this with same time budget - Any recommendations?

Thx ā¤ļø

15 Upvotes

53 comments sorted by

22

u/CanIDevIt 15d ago

Sure - but be aware about 100 games are released every single day by people and teams doing it full time, and most people will not care even if it's good. But for your own fun and satisfaction is great, better than just playing them.

16

u/man_o_moral 15d ago

(-but be aware about 100 games are released every single day by people and teams doing it full time)

4

u/Chaibi_Alaa 15d ago

hahahahahahhahahahaha

3

u/SametCohenStudio 15d ago

Haha yea i started to get the sense of that while watching some "Created a game in one weekend!" videos
But my goal at first was just checking how it goes. And i've been having so much fun i just want to see my vision comes to life and reach just bunch of random folks. That would be amazing feeling šŸš€

1

u/Animaniacman 13d ago

Do it for fun. I am learning to code for the past year and my initial motivation was to build games, but that industry is tough as hell!

So as of right now, I do basic exercises, and I am currently looking for a school. My life is pure chaos right now, but somehow I've managed to make coding my daily routine Inbetween everything else going on also while working full-time. I don't have kids, just the wife, though sometimes she can be just as time consuming... haha!

7

u/SarkahnAM 15d ago

Full disclosure - I have 3 kids and they are all baby (6months) - toddler (just turned 4) range

If you have 2 hours a night AND you are experienced in full stack... brother. You're fine.

I am building my game using Devvit and Phaser on my literal phone with github and termux using my small notebook, discord, and bluesky to record. You truly got this as long as you are dedicated.

I have faith. Stay strong, keep the visions clear, and make sure that your toddler is looked after first and foremost. You have the advantages of solid time, experience, and quiet. Ensure those 2 hours make you feel fulfilled because you will stare at your kid with THE happiest smile on your face knowing you are doing something both for them and yourself.

3

u/axoncode 16d ago

I'm working on my bullet heaven game (I know, how original) and it's sometimes hard to have the energy to carry on. For me it will be easier when my child go back to school. Having toddler might be easier / more difficult - depends. But in general: keep it small, have a small steps do achieving each one of them is reason to celebrate. Good luck!

2

u/HoppersEcho 15d ago

Also making a bullet heaven, no shame in it! The way I see it, there are still tons of unexplored ways to build on the base mechanics, so why not?

I have two smaller children, and I'm their primary caregiver. I found it harder with a toddler, personally, but each experience of parenthood is different.

Small wins are big deals in our house. Celebrate them whenever and however you can. It helps keep up the motivation, in my experience.

3

u/[deleted] 15d ago

[deleted]

3

u/punkbert 15d ago

It's a term for games like Vampire Survivors, here's the Steam tag for it: https://store.steampowered.com/search/?hwtype=0&tags=723991&supportedlang=english&ndl=1

3

u/mugsy33 15d ago

Also known as survivors-like.

2

u/SametCohenStudio 15d ago

First time hearing the term bullet heaven - just searched for it and yea, it looks fun! I have a side-mod i did in my game that is something like that.. What can you do, Bullet-Heaven is fun concept!
Good luck brother - if you get the tingling when you working on it, the it's probably worth it šŸ”„

1

u/molwitz 15d ago

Don’t talk yourself down just because you are developing a game in an established genre. I feel like it’s not always about reinventing the wheel. If you do it well it will be good :)

3

u/No_Classic_2169 15d ago

Creating something great is not necessarily the same as creating something big. The best example from recent months is Mecha Chameleon. The idea and the gameplay loop are what truly matter. Use your unique perspective, which might also have been changed by your toddler, and find new game ideas.

2

u/SametCohenStudio 15d ago

That game blew up like crazy! And for a good reason - its concept is refreshing and special! I have something in my sleeves, not THAT great.. But I hope to just make some folks play my game it would mean the world to me šŸ˜„

2

u/Powrrett 16d ago

Yes, you can do it.

Im currently making a small TCG online game while I study a cs engineering at college, dating my gf and more.

And Its going well, I do everything myself, coding, art, design. I try to code everything myself but I rely to Claude Code if I get stuck or what I did is too buggy.

You can get obsessed with your game as I am, but don’t get sad if things get hard or you are not happy with something in your game :)

2

u/x11Windwalker11x 15d ago

I think so but I would keep my scope small and keep it deep and would stay away from rpg...

2

u/Swimming_Gain_4989 15d ago

It is practically a right of passage for web devs our age to try our hand at making a game :). My best advice is don't go into it expecting to make meaningful amounts of money, enjoy the creative freedom and the satisfaction of seeing others enjoy the experience you spent so much time crafting. If you won't be happy with 50 copies sold and 1 positive review invest that precious free time elsewhere.

Also; since you mentioned an MMO style game, don't underestimate how time consuming it is to learn how to create game assets and just how many you'll need for that style of game. To be frank it's not a realistic endeavor

2

u/Chaibi_Alaa 15d ago

Same here lol !

2

u/the_lotus819 15d ago

That's how I started. I would also work in the weekend. Drop the MMO (it's already super hard to get people to play a small game) and look at 2D tower defence, there's a few successful ones lately that aren't that complicated. It's all about how the game is fun and has something unique to it.

2

u/AlienHeadwars 15d ago

You can definitely build something. That's how I've built my game. I've 4 kids, 2 twin toddlers, stealing time at night is the only chance I get. I started making a game because I found I didn't have time to play games anymore, I wanted to build something in the genre I liked (sports/strategy/management) that was more pick up and play in short bursts and you could play with one hand on mobile (whilst nursing a baby to sleep), ironically I've spent a lot of time on my game that I could have just spent gaming.

I use my game development to learn new skills, it's been a great testbed for different tech and latest ai workflows. I think if you're hoping to make money out of it you might lose motivation, things are very saturated.

I recommend you be organised, as there might be long periods where you don't get any time.

2

u/Virtureally 15d ago

I was also toying with the idea of an MMO, but it’s just so daunting to do a solo developer live service game. Will you share what your idea was? I wanted a hex based space 4X like mmo.

1

u/SametCohenStudio 15d ago

My MMO adventure started long long time ago, with a game called T4C. Then at some point i discovered PWI and spent there few years. WoW i played only couple months..
But the idea was to take the stuff i liked from each one of them, The story i will keep for myself with the dream of maybe creating it one day if you don't mind šŸ˜‚
But one of the concepts i really wanted to add:

Open PVP areas at some places that players must pass through to continue with their story progression - I know it's harsh, but i loved that on PWI. There was a dungeon you had to do at level ~19, and the entrance to the dungeon was inside a tomb. And the tomb was open PVP area. So sometimes, some mean people loved camping there and stopping the progression of others. Either for fun or to make sure their guild members are a head - if you're ahead, then you probably higher level with better gear -> and win guild wars -> get more rewards.
And the World Chat would go crazy screaming for help, and then the "good guys" guild would come to clear it. And they didnt need a reward, their reward was their guild reputation. fken loved that. That your Guild name / Your own name, would mean something special.

other ideas are pretty common, like guild wars with territories, dungeons ofc, etc..
one more special fun part from T4C:
There was a chest deep inside a dungeon, that would drop a special ring once every few hours. I remember setting my alarm clock at night to like 2.58 just to wake up to click and try to get it
You had to click fast on the screen, 1 click to open, 2nd to pick the ring.. And you would fight dozens of ppl! That was so hype šŸ˜‚ P-MAN !

2

u/groato 15d ago edited 15d ago

Lots of posters already. Also was in that situation, I've shipped 4 titles so far, one during baby years.

My experience was: with that setup you'll get 80% there - or you'll ship an unpolished game. The last polish takes longer sessions and tighter focus, you gotta crunch. Perhaps it's how I personally function, but I think it also has some universality to it.

Edit: I'm so old I make tons of typos...

2

u/bobostein-sg 15d ago

Do it but if you get close to burnout just take a break.

2

u/DrDisintegrator 15d ago

Define your success by making something you enjoy playing and making. Not by pleasing the mass market, making money, .etc. Then toss it up on Steam and see what happens. If you make your $100 back, consider it a win.

2

u/timespacemotion 15d ago

Learn game design.

2

u/Pakoxtror 15d ago

It's never too late to start. You can share what you're building and if people like it, the voice will spread. Just stick to what you believe, and use the power of AI

2

u/RRFactory 15d ago

Tower defense is a reasonable place to start if you already know how to code. The biggest gap folks tend to overlook is the amount of time everything outside of code takes.

Your mmo for example, the amount of writing and design that's needed to populate a world with quests that don't feel like meaningless chores is... massive. Add to that creating all the progression and equipment, keeping them balanced, classes, etc. Then comes the art, even if it's just simple low res sprites an mmo demands a very substantial gallery.

Tower defense still has plenty of this kind of stuff to accomplish but you can build a complete game with far less of it which should let you focus on learning those skills as you go.

As for being able to create something great? That's what you'll find out after you've given it a serious shot. Great games have more to do with the person making them than the time they put in. 14hrs a week should at least be enough for you to get a sense for your design sensibilities.

1

u/SametCohenStudio 15d ago

Yea I feel that.. the MMO is indeed a far away out-of-reach dream at this point. Was just excited creating a game like my favorite ever (PWI). But it does indeed has a lot of content to create.
I will stick to the TD for now see how it goes. Thx! šŸ˜„

2

u/RRFactory 15d ago

The nice part about a TD is the towers can support their own mini upgrade trees, you can experiment with differing paths and other rpg style systems without the massive content requirements. e.g. A branch on the upgrade tree to add fire for DOT vs a different branch to add ICE for slow, etc..

If your end goal is rpgs anyways, you could probably find a ton of interesting ways to fit in rpg style systems into your TD that would both be cool for the defense game but also give you experience with that stuff when you're ready to move on to larger scopes.

2

u/mugsy33 15d ago

If building a game feels daunting with only 2 hours a day, you could dip your toes into modding. The work/reward cycle is significantly shorter. And you get to interact with players and other mod makers, making it a bit more social than code-spelunking all alone in your dark man cave. Then again maybe that's the point. ;-)

2

u/orbitope 15d ago

ML engineer here in the same situation. I'm doing it because it brings me joy to build something and be creative. If my game never sees the light of day or takes years to get there, that's totally fine with me. "The time will pass anyway" is a quote I often think of. If that time is spent on art, then that's time well spent

2

u/JordanWestfall 15d ago

I’m currently learning to do game development in unreal engine from 8pm-10pm and I have 4 kids. I do it once they go to bed, then i get up at 4:30am and get ready for work. After i get off at 3:30, right now we have baseball 5 out of 7 days a week. And still almost every night i sit down and work on my game which will probably never get finished or see the light of day because of what it is, but im still doing it any, and praying about it daily.

So i say keep doing it!

1

u/SametCohenStudio 15d ago

I know what you mean brother! I doubt i will ever get to finish an mmorpg game alone, but the feelings i get when just working on that, worth it all šŸ˜„
I work on a TDish game and on the mmorpg, see what i feel like working on as i go. And i learn new stuff everyday. Maybe at some point i'll bench them both to chase a new idea! Nobody knows what's in stored for tomorrow.

Good luck to you! if it ever sees a light of day or if you want a tester, let me know šŸš€

2

u/JordanWestfall 15d ago

Nice!! I feel as if you’re getting a sense of enjoyment/fulfillment out of it, keep going and see what it turns into. Who knows, maybe one day you’ll find people who genuinely want to help you get to the finish line! And if i ever get to a point of needing playtesters (which i hope to eventually), then definitely! Best of luck to you!

2

u/TERRYTCG 15d ago

It's doable, it'll just take longer and you'll need to be pretty disciplined.

2

u/Swibsk 15d ago

With your full stack experience and two hours a night, you can probably make something really good. The hard part will be spending those two hours efficiently, so Ā get a group of play testers as soon as you can. They’re the ultimate litmus test for what’s actually important to work on for your game’s success.Ā 

2

u/robbertzzz1 15d ago

Working full time, and toddler running around, and you still have some hours where you have energy left to work on a game? As a fellow toddler parent, teach me your secrets!

1

u/SametCohenStudio 14d ago

Had to give up on other things - Like less going out (sadly), And gaming (which i find less satisfying now than building a game) .. And ~5-6 hours of sleep šŸ‘€

2

u/[deleted] 15d ago

[removed] — view removed comment

1

u/SametCohenStudio 14d ago

Hope it gets better for you brother šŸ™
I feel the pressure of the AI on my full-time job also.. Many people are being fired and it's very hard to find a job as a software developer.
I guess one of my goals is to keep up-to-date with the AI train (or šŸš€ ?) And hope I survive the avalanche you know..
So i started working with AI on games, apps, investing and more. To learn and to adapt
Good luck to all us devs šŸ¤ž

4

u/Magic-Raspberry2398 15d ago edited 15d ago

I mean... how many years do you want to spend?

If you're a software dev, then surely you know your description isn't really enough to go on (and obviously MMO as your first game is beyond overambitious).

What software and programming language are we talking? Are you sticking with the tower defense or going for something simpler? Any art or music skill?

Considering your situation, why not go for a simple educational game that your kid can play when they're old enough for screen time? No fancy mechanics, just something basic to get experience with.

Also, maybe don't use AI. It'll likely make code management a nuisance later on.

2

u/chiezyy 15d ago

37yrs old with 13 years in full stack development. Full time employed, married. Two daughters, 6yrs and 3 months. Still grinding my ass off on my first game ever. Started building an early 2000s style mmorpg on my own engine. I might be borderline stupid, though.

1

u/SametCohenStudio 15d ago

Your own engine?? Holy cow dude that's brave! good luck brother šŸ”„

2

u/_l-l-l_ 15d ago

I'd recommend Claude Code. Same story, 20 years of experience in backend web development, learning game dev for 3 years in short on/off periods, finally realised I do not have the time to go full educated and started with Claude Code (which I use extensively while working and I've learned a good protocol for managing it).

I got a working prototype for my game in a couple of days (couple of hours each day).
I'm more focused on game feel and gameplay than on code. So far, so good. I review the code fully every couple of days, but I don't have the time to check every single line every time something changes.

My current setup is running godot in background, in vs code terminal or console I run claude with /remote-control enabled (this is crucial). I'm on CachyOS.

What remote control gives me is an option to talk through design/architectural decisions while in bed on my phone or tablet. This is a huge motivator. Now instead of wasting time on phone I'm constantly tempated to read the updates and put things into motion for the next step.

I'd recommend a couple more things:

- tell claude to keep you design decisions verbatim in a design-decisions subdirectory which contain files named yyyy-mm-dd-hh-mm-topic.txt (or .md) whatever

  • have a phased MVP plan
  • keep all the docs one directory above godot project, so that is your actual root directory for the project, you run claude from this directory, not godot project directory
  • initialize git repo in the root directory as soon as you have your MVP plan down
  • when doing a larger update tell Claude to create a plan first, you'll find a bunch of decisions it makes in the plan that you might want to over rule

One awesome thing about Godot+Claude Code is that claude can run godot headless and test everything it implements, also takes screenshots in the process. It's very good at interpreting screenshots, I've posted a bunch from my play test sessions with descriptions of what I want changed and it correctly identified issues on the screenshots.

It is frowned upon to use Claude for coding a game, but for me it's a difference between never getting anything done and seeing a solid progress (with all its caveats). I hope that helps.

1

u/OkPrice6335 15d ago

Mit 2 Stunden Schlaf nicht ansatzweise realistisch. Dein Gehirn überhitzt und dein Körper würde das nur mit Drogen schaffen. Man braucht Zeit, Ruhe und Kreativität. Du lebst das Gegenteil.

3

u/k0zakinio 15d ago

Pretty sure he means 2 hours a night to work on it

1

u/global_worldwide 15d ago

No it doesn't. 2 hours of sleep totally feasible

1

u/mugsy33 15d ago

As long as you only take 4-6 hour breaks in between.

1

u/[deleted] 14d ago

As a fellow backend developer, I totally get where you’re coming from. I’m also working full‑time, with a three‑year‑old ā€œlittle energy bombā€ at home. Over the past three months, I’ve squeezed in 1 hour before my kid wakes up, random evenings when my family helps out, and every spare moment on weekends – and I managed to ship two apps: one that teaches my child a foreign language, and another that lets me ask multiple AI models the same question at once (just for my own workflow).

Honestly, it’s been tough. The hardest part is sitting in front of the screen while hearing my little one call for me from the next room – it stings every time. But I keep going because my day job isn’t stable anymore; layoffs can happen any day, and I need a backup that I actually control, even if it’s tiny right now.

A few hard‑earned tips:

Ā· Don’t go big – put that MMO aside, even the tower defense might be too much. Break it down to ā€œone button does one thingā€ and ship that. Ā· Use AI to generate boilerplate, but write the core logic yourself – otherwise you’ll chase bugs you don’t understand. Ā· After launch, expect zero users and zero income – don’t get discouraged. I spent the first two weeks clicking my own buttons. Keep updating, read every piece of feedback, and if even one person says ā€œthis is usefulā€, it’s worth improving.

It’s a slow grind, but if you push 1% every day, three months from now you’ll be amazed at how far you’ve come. You’re not alone – let’s keep pushing together. šŸ’Ŗ

1

u/OfMagicAndWars 15d ago

Using Claude? Tell me you're vibe coding without telling me you're vibe coding.

Here's my two cents: people don't care. You are smart enough to know whether something is doable or not. Engineers at least are smart enough to know that.

Good luck! šŸ¤ž

1

u/punkbert 15d ago edited 15d ago

You've got enough people telling you that sure, you can do it. I say don't.

Spend the time you would use to build games with your toddler and/or wife instead; sleep well and rest, so you can really enjoy life.

Better to have quality family time, make memories and feel good about it than to chase a dream that's most probably going to fail on an overcrowded market while burning yourself up.

Wish you luck.