Quick answer: Add music late, once the game's feel and pacing are settled, because music written for a moving target gets rewritten—but design with audio in mind from the start. Final music locks in atmosphere; placeholder it early, commission it once the game stops changing.
Music is one of the most powerful tools for setting a game's emotional tone, and also one of the most wasteful to commission too early. The timing of when you add real music matters, because music written for a game that's still changing tends to get thrown away.
Compose for a game that's stopped moving
Music is deeply tied to a game's pacing, mood, and structure—the length of a level, the intensity of a fight, the feeling of a place. All of those are still in flux during most of development, which means music commissioned early is composed for a target that keeps moving, and much of it ends up rewritten or discarded as the game evolves. Locking in final music once the game's feel and pacing have settled means the composer is scoring the actual game, not a guess about what it might become, and far less work gets wasted.
Designing with audio in mind from the start is different from adding final music early. You should plan for where music will go, how it interacts with gameplay, and what role it plays in the experience from the beginning—and placeholder tracks help you feel the pacing. But the expensive, finished, custom score belongs near the end, when the thing it's scoring has stabilized. Treat music as the atmospheric layer that goes on once the structure underneath it is solid, and you'll get a soundtrack that fits the game you actually made rather than the one you imagined at the start.
Scope is a decision, not an accident
Almost every overscoped game got that way one reasonable addition at a time, with no single decision ever feeling like the mistake. The finish line recedes a little with each new feature, and because the project always feels nearly done, the developer rarely notices how far the goal has drifted until they're exhausted and the game still isn't out.
Treat scope as something you actively decide rather than something that happens to you. Write down what the finished game contains, make every addition a conscious trade against that, and keep most new ideas in a backlog where they belong — because a small game you finish beats a large one you abandon.
Measure before you optimise
Intuition about what's slow, what's confusing, or what's driving players away is usually wrong, and acting on it wastes effort on problems that don't matter while the real ones persist. The developers who improve their games efficiently are the ones who measure first — profiling performance, watching real sessions, capturing actual errors — and let the data set their priorities.
It's slower than trusting your gut, but it's the only approach that reliably improves the game instead of just changing it. Find the biggest real problem, fix that, and measure again, rather than optimising guesses.
The first impression is most of the battle
More players leave in the opening minutes than at any other point, which makes the first few minutes the highest-leverage stretch of the whole game — and also the part the developer can least see clearly, having played it a thousand times. What feels obvious to you is often confusing to someone seeing it fresh, and that gap quietly costs you players before they ever reach the good part.
Get the player into the interesting part fast, let them feel competent quickly, and watch first-time players go through the opening without helping them. Nobody quits a game they're enjoying, so making the early minutes land is most of the battle for retention.
Small and finished beats big and abandoned
A folder of impressive unfinished projects teaches far less than a single small finished one, because finishing is where the hardest and most valuable lessons live — the unglamorous final stretch of bug-fixing, polishing, and shipping that ambitious abandoned projects never reach. Each completed game, however modest, builds the finishing muscle and the confidence that make the next one achievable.
So resist the pull of the dream project until you've shipped a few small ones. Scope to what you can actually complete, finish it, and let the experience of shipping make your bigger ambitions realistic.
Trust behaviour over opinions
People are unreliable narrators of their own experience — they're polite, they rationalise, they suggest fixes that miss the real problem. What they do tells the truth that what they say obscures: where they hesitate, where they get stuck, what they ignore, where they quit. The most valuable feedback is usually the behaviour you observe, not the opinion you're offered.
This is why watching beats asking, and why real data about what players actually do beats any amount of speculation. When several people stumble at the same spot, that's a problem worth fixing, regardless of whether any of them mentioned it.
Why finishing beats perfecting
The hardest skill in indie development isn't any particular technique — it's finishing. Most games that never ship didn't fail on talent; they failed on scope, polished forever, or chased one more feature. The developers who build a real body of work are almost always the ones who got good at choosing something small enough to complete and then completing it.
That's worth keeping in mind here, because it's easy to let any one part of development expand to fill all your time. Decide what 'good enough to ship' looks like, protect that line, and treat the endless list of possible improvements as a backlog rather than a set of obligations.
Music scores the game's pacing, and pacing changes until late. Placeholder early, commission last.