All projects ebb and flow to a certain degree, and at some point most will reach “the Valley of Despair.” It’s that moment when it seems nothing is working, no one understands your vision, the interface is ugly, the gameplay is boring, and you can’t imagine how you’ll ever finish it. Usually it happens about halfway through the project, when the game gets too big to hold in your head all at once, and the days fill up with meetings, and every adjustment throws eight other variables out of whack.