TL;DR: Scroll down to bold paragraph.
I tried working backwards from the old Infocom games to figure out how much effort parser games take to develop based on their scope. I have gathered those games had maybe on average
- 40 rooms
- 20 significant objects
- 150 scenery objects
This works out to a density of four interactable objects per room, and two rooms per significant object. From what I understand, these games took maybe on average 9 person-months to develop. Assuming some organisational inefficiency, that translates to a development time of 20ā30 hours per room. (As a rough average. Of course there were individual variations between games.)
That said, modern tools probably allow us to be more efficient than Infocom implementers; but on the other hand, modern games are significantly denser in their implementation, with more than four interactable objects per room.
Come to think of it, itās also going to depend on the experience level of the author: my first game took roughly 30 hours per room, but Iām sure I could do the next at 25, and I have seen some of you work so fast that it seems like you can make a game at something like 5 hours of development per room.
Iām trying to work out a more modern rule of thumb of parser game complexity. If you can take a couple of minutes out of your day, please respond to this anonymous form: https://forms.gle/21TwXPTRGBLahK7w8
If you have made multiple games, feel free to submit more than one response. Please do not choose to respond for a game that you made unusually quickly or slowly ā if you respond with only one game, make it a typical case!
If I get a sufficient number of responses, I will aggregate them and share them with yāall.

