Even Hanafuda Turned Into a Rabbit Hole

Hello, this is Yuu!
Last week, I lost a bit of motivation while working on the game’s UI. To take a break, I spent some time building a small web app and even experimented with a shooting game. In the end, neither project felt substantial enough to share, so I ended up taking a short break instead.
Interestingly, stepping away from the project had the opposite effect I expected. After the break, I found myself motivated to work on the Hanafuda game again.
This week, I implemented the win screen, the results screen, and various visual effects. Right now, I’m polishing the layout of the win screen.
Originally, this was supposed to be a small project that I could finish quickly. However, just like Mahjong, Hanafuda keeps surprising me with how much potential it has. It may not look like a flashy game, but every small improvement makes it feel noticeably better.
Even when I tell myself not to spend too much time polishing it, I inevitably find another detail worth improving. It reminds me once again that finishing a game quickly is much harder than it sounds.
Before I knew it, August had arrived. I had originally hoped to release the game in July, but based on my current pace, a release sometime in the middle or the end of August seems more realistic.
If I postpone the online features and perhaps a few special hand combinations until after release, I may be able to publish the game a little sooner.
Once the Hanafuda game is finished, I’d really like to move on to developing an RPG. At the same time, Flyjong still has several ideas I’d like to revisit, such as items and online features that were never implemented.
Lately, I’ve realized that deciding where to draw the finish line is often more difficult than writing the code itself.
For now, my goal is simple: finish the Hanafuda game and finally get it into players’ hands.