An Idea Becomes a Video Game
As a game developer with a long history of unfinished projects, I’m thrilled to share the journey of creating “One Bullet Ship,” my most finished game to date. Recently released in early access on itch.io, this arcade-style shooter signifies a culmination of my experiences and a focused approach to game design. Let me take you through the thought process, development challenges, and design decisions that brought this game to life.

The Genesis of One Bullet Ship
Finding Focus in Simplicity
After years of working on complex prototypes ranging from 2.5D platformers to online RPGs, I realized that my tendency to over-scope was holding me back. With “One Bullet Ship,” I decided to embrace simplicity. The core concept was straightforward: create a game that’s easy to understand but hard to master, where player skill truly matters.
The One-Bullet Mechanic
The defining feature of the game – having only one active bullet at a time – emerged from this philosophy. Players use arrow keys to fire in four directions, but once a bullet is fired, they can’t shoot again until it leaves the screen. This simple constraint creates a deep, engaging gameplay loop where every shot matters.
Design Philosophy
Player Responsibility
One of my primary goals was to make players feel responsible for their mistakes. The one-bullet mechanic achieves this beautifully. When players miss a critical shot or fire in the wrong direction, there’s a palpable “DOH!” moment. Testers consistently reported feeling that their failures were their own, not the result of unfair game design.
The “One More Round” Factor
I wanted “One Bullet Ship” to be addictive in the best way possible. The upgrade system plays a crucial role here. Every action in the game earns currency, which can be spent between rounds on upgrades like increased bullet damage or power-up frequency. This creates a compelling loop of play, earn, upgrade, and repeat.

Respecting Player Time
With most playthroughs lasting 1-3 minutes, the game is perfect for quick sessions. But, I didn’t want returning players to feel like they were always starting from scratch. The Score Multiplier System and Wave System work together to guarantee that upgraded players can quickly reach challenging levels while still having the opportunity to earn high scores.
Development Insights
Unity: A Long-Time Companion
As a Danish developer, I’ve had a special connection with Unity since its early days as a Mac-only program. When it finally came to Windows in 2009, I jumped at the chance to use it. Over the years, I’ve seen Unity evolve, and it’s been my go-to engine for many prototypes and experiments.
Overcoming the Completion Hurdle
“One Bullet Ship” represents a significant milestone for me – a game that made it past the prototype stage. By setting a clear, limited scope and focusing on core gameplay rather than expansive features, I managed to push through to completion.
The Player Experience
Achieving Flow
Perhaps the most rewarding feedback I’ve received is that players often enter a zen-like state of flow while playing. The intuitive controls, coupled with the constant decision-making required by the one-bullet mechanic, create a deeply engaging experience.

Audio Enhancement
I was fortunate to license music from a friend at Scarlet Moon Productions, which adds another layer of polish and immersion to the game.
Looking Ahead
With “One Bullet Ship” now in early access, I’m excited to gather more player feedback and continue refining the experience. This project has taught me valuable lessons about scope, design focus, and the power of simple yet deep mechanics.
If you’re interested in trying “One Bullet Ship,” you can find it on itch.io here: https://tastygraph.itch.io/one-bullet-ship
Remember, every shot counts, every play earns upgrades, and hopefully, you’ll find yourself in that satisfying flow state that makes “just one more round” irresistible. Give it a try and let me know what you think!




