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Solo Game Timeline Estimator
A web-based planning tool for solo game developers that estimates realistic production timelines using scope, skill level, genre, engine choice, target price, and weekly hours. The core value is replacing vague forum advice with hour-based forecasts and risk warnings before a project becomes a multi-year sink.
Pourquoi c'est important
You want to know whether your next game is a six-month project or a three-year trap, but every answer you find depends on too many hidden variables. Your available time is fragmented, your skill level is changing, and the difference between a playable prototype and a product people will pay for is enormous. As a solo creator, you cannot afford to guess wrong because a bad estimate can cost hundreds of hours. What you need is not generic motivation, but a tool that turns your actual scope and weekly capacity into a realistic range, with clear warnings when your plan is drifting beyond what one person can finish.
- · Conçu pour Solo game developers and very small indie teams planning their first commercial release or moving from hobby prototypes toward a paid launch..
- · Monétisation la plus probable : SaaS subscription.
La douleur · Récit
You want to know whether your next game is a six-month project or a three-year trap, but every answer you find depends on too many hidden variables. Your available time is fragmented, your skill level is changing, and the difference between a playable prototype and a product people will pay for is enormous. As a solo creator, you cannot afford to guess wrong because a bad estimate can cost hundreds of hours. What you need is not generic motivation, but a tool that turns your actual scope and weekly capacity into a realistic range, with clear warnings when your plan is drifting beyond what one person can finish.
Détail du score
Signal du marché
Mise sur le marché
First-time or second-time indie developers actively planning a paid PC game and working fewer than 25 hours per week on it.
25,000-75,000 reachable early adopters across indie game communities, engine forums, newsletters, and creator channels.
Indie game development communities and creator content partnerships
$19/month
Get 50 users to enter a real project plan and 10 to convert to paid within 30 days while reporting the forecast as useful enough to change scope decisions.
Périmètre MVP · 1–2 semaines
- Build project intake form for genre, features, skill level, engine, and weekly hours
- Create rule-based estimation engine with adjustable multipliers for scope and polish
- Design output screen with phase-by-phase hour ranges and confidence bands
- Add risk flags for oversized feature sets and unrealistic launch dates
- Recruit initial testers from indie developer communities for feedback on estimate quality
- Add benchmark presets for common game types such as platformer, roguelike, and visual novel
- Implement saved projects and comparison views for alternate scopes
- Add target-price planning inputs to link commercial ambition with expected production depth
- Launch Stripe billing and a limited free tier with one active project
- Collect outcome feedback from testers to refine estimation weights
Différenciation
Pourquoi cela pourrait échouer
Auto-contre-argument — le signal de confiance le plus important
- 1If estimates feel arbitrary or inconsistent, users will not trust the product enough to pay
- 2Developers may prefer free spreadsheets and community anecdotes over subscriptions
- 3The diversity of game genres and workflows may make generalized forecasting too noisy
Résumé des preuves
Comment l'IA a synthétisé cet aperçu — pas de citations textuelles
The strongest signal in the discussion is repeated uncertainty around how long a good solo game actually takes. This theme appeared far more often than any other issue, with many comments saying timelines vary wildly based on scope, experience, and available hours. Several replies also connected planning uncertainty to commercial goals such as copy sales, launch readiness, and target pricing, making the problem clearly business-relevant rather than purely educational.
Plan d'Action
Validez cette opportunité avant d'écrire du code
Prochaine Étape Recommandée
Construire
Signaux de demande forts. Vraie douleur et volonté de payer détectées — commencez à construire un MVP.
Kit de Textes pour Landing Page
Textes prêts à coller, basés sur le langage réel de la communauté Reddit
Titre Principal
Solo Game Timeline Estimator
Sous-titre
A web-based planning tool for solo game developers that estimates realistic production timelines using scope, skill level, genre, engine choice, target price, and weekly hours. The core value is replacing vague forum advice with hour-based forecasts and risk warnings before a project becomes a multi-year sink.
Pour Qui
Pour Solo game developers and very small indie teams planning their first commercial release or moving from hobby prototypes toward a paid launch.
Liste des Fonctionnalités
✓ Timeline forecasting based on genre, feature set, and weekly hours ✓ Confidence ranges instead of single-date estimates ✓ Separate estimates for prototype, production, polish, and launch phases ✓ Engine-aware planning assumptions ✓ Commercial target settings tied to price and expected polish
Où Valider
Partagez votre landing page sur r/r/gamedev — c'est exactement là que ces points de douleur ont été découverts.
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