How We Plan 30 Games: The Spreadsheet That Kept Us on Track
📅 June 15, 2026✍️ Tom Reeves🏷️ Development⏱️ 5 min read
Planning 30 games simultaneously is a logistics challenge. We used a single spreadsheet to track everything: concept viability, development status, page content, technical specs, and deployment state. Here's the system we built.
The 3-Pass Pipeline
Each game passes through three stages: Concept (idea, mechanics, feasibility score), Code (prototype, polish, testing), and Content (wrapper page, strategy article, metadata). At any given time we have games in all three stages.
The key insight: content creation takes longer than coding for most games. Writing a 1,000-word strategy guide with personal anecdotes takes 2-3 hours. Building the game itself takes 1-4 hours depending on complexity. We found that starting content while coding was in progress kept both workflows efficient.
What Got Cut and Why
Of the 45 game concepts we considered, 15 made it to production. The other 30 were cut at various stages. Some were cut for technical reasons (required WebGL shaders that didn't work on budget phones). Some were cut for content reasons (the gameplay loop wasn't satisfying after 30 seconds). And some were cut for market reasons (too similar to existing games in our catalog).
One specific concept that was painful to cut: a 2D platformer with procedural level generation. The technology worked — the algorithm generated interesting levels reliably. The problem was that the generated levels, while technically varied, all felt the same. The player couldn't tell the difference between level 5 and level 50. Manual level design creates intentional variety that procedural generation cannot replicate without AI-level sophistication. We decided that a game with repetitive levels was worse than no game at all, so we shelved it.
Another concept that made it far but ultimately failed: a rhythm game using Web Audio API to generate music procedurally. The music generation was impressive — it produced listenable, structured songs with bass, melody, and percussion. But the latency between user input and audio feedback on Bluetooth headphones (200-400ms) made the rhythmic accuracy impossible to calibrate. We could have forced wired headphones, but that's not a good user experience for browser games played on the couch. So it got cut.