Back to Transmissions
designdevelopmentiteration

Good Enough

Tearing apart the design to find what was missing. And finally letting something feel like enough.

Shaun Bonk··6 min read

The first design was a love letter to the text games I grew up on.

Terminal aesthetic. Boxed text. That classic feel where you type commands and your imagination fills in what the pixels can't show. I talked about those games in my first devlog. How they shaped me. I wanted Room 337 to feel like a tribute to them.

It felt like a cage.

The old terminal design, shown with placeholder text

The Box

I'd write something that hit me. Really hit me. And then it was gone. Scrolled away. The game didn't care that I needed to sit with it. That I wanted to read it again to make sure I got it right.

The most emotional moments kept getting interrupted by the smallest things.

A sound effect would play and then the text would clear. Buttons would disappear. Colors that made sense in one location would clash in another. A blinking cursor that pulled your eye away from the words. Each one tiny. Each one just enough to remind your brain that you're looking at a screen.

They always hit during the emotional parts. Always.

I'd be in the middle of something heavy and think... wait, did I feel that? Or did I just read it?

Same with saved games. You'd come back and have no idea where you left off. No context. Just dropped into a room with no memory of what got you there. The moment was gone.

I kept telling myself it was fine. This is what text games look like. This is the aesthetic. Stop second guessing.

I second guess everything. Ask my therapist. Actually, don't. He's busy trying to get me to cry.

The Problem With Fiction

I don't read fiction. Never have.

Growing up, I was always in fight or flight. Always had to be ready. So I read books about how to be stronger. How to survive. How to be better. Self-improvement stuff. Business books. Anything that felt useful.

Fiction felt like a luxury I couldn't afford. Apparently sitting down and enjoying a story without trying to extract life lessons from it is something normal people do. Who knew.

So when I'm writing a story... an actual story with characters and emotion and choices that matter... I have no idea if it's good. No frame of reference. I don't know what "good" feels like because I've never let myself just experience stories without analyzing them for survival tips.

I rewrote Act 1 completely. Changed how it ends. Changed the flow. Changed everything.

And I still didn't know if it worked.

The Rebuild

I tore the design apart.

The new design, shown with placeholder text

The borders are gone. The text breathes now. There's space. Dust particles floating in the air. You're not looking at a document anymore. You're in a place.

The moments stay. You can scroll back. Read them again. Sit with them. When you come back to a saved game, you see where you were. What you were feeling. The emotional beat you left on.

The colors shift with the location now. The pool feels like the pool. The mall feels like the mall. Your brain doesn't have to work to stay in the story.

Small things. They add up the other way too.

Less Is More

Here's something I didn't expect to learn: I had to pull back.

At first, I thought I needed to add everything. Sounds for every action. Effects everywhere. I was so worried about it feeling like "just a text game" that I overcompensated. Every footstep had a sound. Every interaction had feedback.

It was too much. Shocking, I know. Me overdoing something.

When everything is special, nothing is.

I stripped it back. Music at key moments only. Sound effects when they matter. Visual shifts when the story earns them.

And suddenly those moments hit harder. The silence made the sounds mean something. The stillness made the movement feel important.

I kept trying to prove this wasn't a text game. What I needed to do was let it breathe.

What I Added

End of act summaries that show your choices. You can see what you picked. Compare with others online if you want. Not to judge. Just to see.

Act summary screen, shown with placeholder choices

Achievements. Memories collected. Things to find if you're the type who needs to find everything.

Achievements screen, shown with placeholder memories

The Test

Kaize played it.

She's twenty. She's been part of this from the beginning. Voice acting. Writing. Watching me obsess over details that probably don't matter. She knows this project better than anyone except me.

She played through the new Act 1. The rewritten story. The new design. All of it.

She cried. Multiple times.

At the end of Act 1, there's a choice. Not the big one. That comes later. But a real one. She sat there for four minutes. Just staring at the options. Torn.

Four minutes is a long time to stare at a screen. I've timed myself staring at code trying to figure out why something doesn't work. Four minutes feels like an hour.

The Words

At first, she said she missed the old design. The terminal look. The thing I'd built as a tribute to the games I loved.

Then she kept playing.

"Okay. I see why you did this."

Then more playing.

"This is so damn cool."

And then, at the end:

"This feels like a real game. Like a game you bought on Steam. Before, it felt like a hobby."

Good Enough

I talked about this in therapy today. How the changes feel right. How Kaize's reaction felt like permission to stop second guessing.

My therapist said he wants to play it when it comes out. Said he felt like he went on a journey with me just hearing about it. I'm billing him for the session if he cries.

That's what I want. Not sympathy. Not a pity party. I don't need people to feel bad for me or my kids. I just want to tell a good story. Show myself raw. Show what my daughters experienced. Know that other people have been there too. On one end or the other.

And here's something I never thought I'd say: I'm happy with Act 1.

Not just the design. The story. What happens. The choices. The pacing. I've been going through and tightening text. Changing descriptions. Polishing.

But the bones are right. The structure is right. For the first time, I'm not fighting the urge to tear it all down and start over.

This will never feel perfect to me. I know that. I'll probably change it again. And again. That's just how my brain works.

But right now? It feels good enough.

And "good enough" is further than I've ever gotten before.


Next post: Recording with my daughters. The booth. The tears. The takes we couldn't use because we were laughing too hard.

Yes, I said that last time too. Turns out writing about your kids in a way that does them justice takes longer than rebuilding an entire game. Who knew.