In this episode of Drawn To Motion, I break down a personal game project called YeetmonGo — a game that never shipped.
I share the full story — the excitement, the ideas, and ultimately, the mistakes that caused the project to stall.
The biggest lesson?
A project without a defined finish line never ends.
Inside the episode, we explore:
• How the idea for YeetmonGo started
• Designing the characters and visual style
• A quick breakdown of the Unity project and gameplay goals
• The moment the project became unmanageable
• What I learned about scope, planning, and “feature creep”
If you’re an artist, animator, indie dev, or someone who keeps starting projects that never get finished — this episode will hit home.
Key Takeaways
• Creativity needs constraints
• Without defining “DONE,” you will constantly chase new ideas
• Perfection kills progress
Finished is better than perfect.