How I Plan My Sprints as a Solo Dev (and Actually Finish Them)

August 26, 2025 4 min read 5,213 views
How I Plan My Sprints as a Solo Dev (and Actually Finish Them)

Being a solo developer is a double-edged sword. You have complete creative freedom, which is amazing. But you also have no one to keep you in check. No project manager, no team lead, just you and a backlog that seems to grow on its own. It's a trap I've fallen into more times than I can count.

You start with a clear vision, but soon you're drowning in a sea of "cool ideas," minor bug fixes, and that one feature you've been refactoring for three weeks. Your motivation drains, and the project stalls.

After burning out on my last project, I knew I had to change my approach. I needed a system that was simple enough for a team of one but structured enough to keep me focused. Here’s what I came up with.

1. The "Rule of Three": Your Weekly North Star

At the start of each week, I pick only three major goals. Not five, not ten. Three.

Why three? It’s a psychological trick. It forces you to be ruthless with prioritization. You can't just add another "quick task." You have to ask yourself: "What are the three things that will actually move my project forward this week?"

This simple constraint transformed my planning. Instead of a vague, endless to-do list, I get a clear, achievable mission for the week.

2. From Vague Goals to a Concrete Checklist

A goal like "Improve the inventory system" is useless. It’s too big and intimidating. Where do you even start?

This is where I let AI do the heavy lifting. I take my big goal and ask an AI assistant (I use the one built into TaskFly, but any modern LLM works) to break it down into small, concrete steps.

The Prompt: "Break down this feature into a list of smaller, actionable sub-tasks: 'Improve the inventory system'."

The Result:

  • Create InventoryItem class with id, name, description, and icon fields.
  • Design the UI grid for the inventory screen.
  • Implement drag-and-drop functionality for items.
  • Add a "stacking" logic for consumable items.

Suddenly, a mountain becomes a series of small, manageable hills. I can pick the first task and start coding immediately, without the usual procrastination.

3. Timebox Everything (Even the Fun Stuff)

As a solo dev, it's easy to spend a whole day perfecting a single button animation. It's fun, but it doesn't move the needle.

To combat this, I use timeboxing. I estimate how long each task should take and put it in my calendar.

  • Fix player jump bug: 2 hours
  • Write dialogue for tavern NPC: 3 hours

If I don't finish in time, I stop and move on. This forces me to focus on "good enough" instead of "perfect," which is crucial for shipping.

// A simple function is better than a perfect one that never gets written.
function calculatePlayerDamage(baseDamage, multiplier) {
  // Good enough for now. Can be refactored later if needed.
  return baseDamage * multiplier;
}

It’s a System, Not a Cage

This system isn't about rigid rules. It's about creating a framework that reduces decision fatigue and keeps momentum going. It helps me spend less time thinking about what to do and more time actually doing it.

To sum up:

  • Limit your weekly goals to stay focused.
  • Use AI to break down big tasks into small ones.
  • Timebox your work to avoid getting stuck on details.

It’s what has helped me stay on track with my current project, and I hope it can help you too.


Let's Connect

How do you manage your sprints? I'd love to hear your methods. Find me on social media and let's chat!