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The Parts of SNES Game Development That Slow Me Down

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Anyone who follows my projects knows how much I love making SNES games — but not every part of the process hits the same way. So I wanted to share which parts I enjoy the most… and which ones tend to drag a bit for me.

When it comes to drawing sprites and backgrounds, I’m completely in my element.I love spending time on tiny details, experimenting, polishing… I can get lost in it for hours. It’s the most relaxing and creative part of the whole journey for me.

Then there’s the part where I have to set up and configure the code inside the ROM. I still find it interesting — it’s literally what brings everything to life — but it’s also the most demanding and boring part for me. It slows me down, makes me take more breaks, and requires a different kind of focus.

To avoid burning out or pushing myself too hard, I like to work on smaller, simpler projects between bigger games. It helps me reset my brain, stay motivated, and not overdo it to the point where I end up dropping everything.

❤️😊

  • Author
8 hours ago, Gamer said:

Nice! Do you only make SNES games or do you work with other older consoles?

Right now I’m focused exclusively on the SNES. That’s the only platform I develop for at the moment.

  • CB Team
On 2/1/2026 at 8:12 PM, SUPER-J11BIT said:

To avoid burning out or pushing myself too hard, I like to work on smaller, simpler projects between bigger games. It helps me reset my brain, stay motivated, and not overdo it to the point where I end up dropping everything.

❤️😊

This is an important lesson for anyone who works with creative stuff. The creative part is always great, but there's a lot of side work that's not as enjoyable. Last year, I began working for real in comic books (as a writer). This year, my partner (illustrator) and I decided to do the same thing. In between chapters of a bigger project, we are working on small stories, like only 4 pages long. It gives you a HUGE boost of energy to complete something, and helps you to stay motivated.

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