Making a Game as a One-man Army
Hello again!
It’s Maciej, the creator of There’s a Gun in the Office.
Or should I say: the solo creator? Well, mostly. For the vast majority of development, I worked alone — though I couldn’t have finished without some key support along the way.
So far, we’ve covered two main topics: the game’s origins and its development timeline. Today, I want to talk about what it’s like to tackle a game project (almost) solo, where I sought help, and what I learned from the experience. Hopefully, this will offer some insight to players curious about how solo games get made — and maybe help other aspiring developers too.

Designing for Success
Main reason the game was completed? I designed it around my skills rather than my ambition.
Instead, I focused on what I do best: programming logic, system design, and puzzle design. This led me to a game concept I knew I could handle:
- First-person perspective: No need for complex character animations.
- Logic-based puzzles: No enemies, weapons, or intricate systems.
- Realistic environments: Easy to find reference material and generic assets.

Since I already wanted to make a horror game, these constraints fit naturally. With some basic audio skills, a microphone, and a keyboard, I could also record the sounds and music. My past experience in UI design from web development rounded out the necessary skills.
With all that in mind, I set out to make a first-person horror puzzle game in 3-5 months. It ended up taking 15 months — but the initial realistic scope was key to staying on track.
The Ups and Downs of Solo Development

But knowing what to leave out is often harder than figuring out what to include. This is where a clear core vision becomes crucial.
Every time I wanted to add something or realized that a feature wasn’t working as expected, I asked myself:
- Does this make the game scarier?
- Does it make the experience more tense?
- Does it make the story more compelling?
- Does it fill a gap that the game is missing?
Did I follow this principle perfectly? Definitely not.
There’s a system in the game that procedurally generates a city in the background — completely unnecessary. I also implemented a seed system meant to generate different puzzles with each playthrough, which didn’t make the final cut.
Some puzzles had to be removed entirely, and various systems (even multiple difficulty levels) still leave traces in the code, remnants of ideas I had to abandon.
In the end, I had to prioritize finishing the game over endlessly perfecting it.

Cinematic Assistance: A family member and his friend helped create the dream sequences players see between days. Their work elevated the game’s polish and purpose far beyond what I could have managed alone.
