Death By a Thousand Cuts
One of the issues with game development that’s become more apparent over the years was dealing with splitting time between new game development and bug fixes/maintenance. When we first released games, they were much simpler, and as a result had less bugs to deal with. You could spend the majority of your time working on new features. Nowadays, our games have become so large that as the solo developer, even I can’t keep everything in my head straight on how certain systems were implemented....