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How did we get here?
The Puppet Pioneer is a two-handed rhythm game where you step onto the stage as a puppeteer and guide a dancing puppet through increasingly challenging musical performances.
Using both hands, follow incoming notes, maintain your rhythm, and build combos to impress the audience. Each successful performance brings you closer to becoming a legendary puppet master.
It's a game about timing, coordination, and putting on a show.
But behind the performances, this project represented something quite different for Slafurry Studios: learning how to give the team more control over its own creative direction.
June 6, 2026. Alberta Slow Jam #4.
By this point, I started noticing something unusual.
Recruiting people had become significantly easier. More people were willing to join, especially after seeing Slafurry Studios' previous projects and the consistency of our team's activities.
Somehow, the studio had developed a track record of its own.
I think I was finally starting to understand it. The production system I had been building over the previous months had become much more solid than I initially expected.
But I wanted to test something beyond production efficiency.
I wanted to see what would happen if I stopped being the person who always came up with the ideas.
For this jam, I deliberately experimented with a different approach.
I excluded myself from proposing the initial game concept and let the team come up with ideas instead.
There was a reason behind this.
As the founder, I had an unwritten veto power. Even without explicitly rejecting anyone's suggestions, my opinions could naturally carry more weight than everyone else's.
That could unintentionally override ideas from other members, including people who might actually be better suited to making certain creative decisions.
I didn't want the team to become a group of people simply waiting for my approval.
So this time, I wanted them to take the initiative.
The changes were becoming increasingly visible.
The team had grown more mature, particularly in the art department. I could give artists more authority to make their own creative decisions without constantly interfering with their work.
They were becoming more confident in handling their responsibilities independently.
Programming was still a different story.
We hadn't established a proper peer review system yet, and I was still the first bottleneck whenever technical decisions or code-related problems came up.
However, there were smaller improvements worth recognizing.
Programmers could now create their own Git branches using proper naming conventions and work with a more organized repository structure.
It wasn't the level of independence I ultimately wanted, but it was progress.
For once, I was beginning to see people take ownership of their responsibilities rather than simply waiting for instructions.
Sometimes I genuinely wonder how we got here.
In roughly five months, what started as a small group of people participating in game jams had gradually developed into something resembling an actual indie studio.
We had a growing team, an established production workflow, dedicated communication channels, and a collection of completed projects that people could actually look at.
There was still a long way to go.
Our programming workflow needed improvement, peer review was still missing, and I hadn't completely solved the problem of founder dependency.
But the studio was no longer at the same starting point.
And perhaps the most important change was that I was slowly learning to trust the people working alongside me.
With the team becoming more independent and the studio gaining a more recognizable history, I decided to take another step.
I started building a basic Public Relations structure for Slafurry Studios.
Until then, most of our energy had gone into making games and improving our internal workflow. But I started realizing that production wasn't the only thing a growing studio needed to think about.
We needed to establish a public presence, communicate what we were doing, and prepare ourselves for opportunities that might come along.
Especially if there were some surprises waiting for us.
I mean... that surprise.
The Puppet Pioneer was another game jam project, but its importance went beyond the game itself.
It showed me that building a team isn't just about making people more productive. It's also about giving them the confidence and authority to make decisions without constantly relying on the founder.
I still had plenty of responsibilities, and I certainly hadn't eliminated every bottleneck.
But I was starting to understand that a successful studio shouldn't require its founder to have the final answer to everything.
Sometimes, the best thing a founder can do is step back and let the team take the stage.
After all, even a puppeteer needs to know when to let the show speak for itself.
And somehow, we're still not at the punchline.
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