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Re:How I Built an RPG In A Week From Scratch With No Budget by whatusername on Sunday January 18, 2009 @10:27PM (#440004)
Not sure if you sure his aftermath at the bottom (although I do agree that cutting things can be the best approach):

Lesson 9: Cutting features isn't always free

Some of the last-minute changes to Hackenslash really blew the game balance out of whack. The inability of monsters to cast spells, and the lack of need to for the player to 'conserve resources' as he pushes deeper into the dungeon trivialized some of the challenge to the game. If those features were going to stay 'gone,' the game needed another design pass to re-balance it and improve the modified gameplay. In other words, cutting features introduced an additional cost to the development of the game. This made me wonder how many retail games were released in a terrible state because the development team didn't have time to re-visit the game design after features were cut to meet schedule.

Re:How I Built an RPG In A Week From Scratch With No Budget by briancooley on Monday January 19, 2009 @10:16AM (#440494)
Yeah, I saw that, but the key point for me is that making the changes to meet the deadline rather than giving up is a form of practicing persistence that ought to prove useful in the long run.