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Anti-Patterns

Anti-Patterns

This page list the anti-patterns I found in my thesis. For more advanced in depth informations click on the Full Page anchor.

1. Overthinking in Concept Phase

Spending 3+ hours debating ideas after theme reveal. The most common time sink in 48-hour jams. Full page

2. Feature Creep

Planned features that were never officially cut, so they stay on the list, consume mental overhead, and never get built. Full page

3. Late Design Decisions

Core design decisions made on day 2. Architecture constraints discovered after significant building has already happened. Full page

4. The Pivot Dilemma

At hour 24, the game isn’t what you imagined. A different idea looks tempting. No framework exists to evaluate whether pivoting is actually viable. Full page

5. Thinking vs. Doing Extremes

Too much planning with no building, or too much building with no design. Both waste time. Full page

6. Perfectionism

Hours spent on quality that no player wb idill notice, at the cost of features or fixes they would. Full page

7. No Tutorial / Onboarding

The first feature cut and the one that most directly hurts ratings. Full page

8. No Architecture Planning

Starting implementation without an architecture sketch. Systems built in isolation that can’t connect when it matters. Full page


What Doesn’t Scale Down

Many standard production practices are counterproductive at 48 hours:

Practice Problem at 48h Alternative
Full Scrum ceremonies Daily standups eat 15+ minutes 2-minute check-ins
Written design docs Nobody reads them in a jam Verbal or shared whiteboard
Decision by committee Too many voices stalls everything One decision-maker per discipline
Crunch past hour 36 Diminishing returns Protect sleep in the last 12 hours