Chair Entertainment co-founder Donald Mustard has said the crunch time the studio underwent to finish Infinity Blade II in six months was "not worth the cost" to the team.
"Shipping a game in six months is definitely not my favourite thing," he told Gamasutra.
"We only did it because we definitely, passionately wanted to get the game done, and we wanted a little more in there.
"I think in retrospect, having done it twice, that our development cycles are a little too short. Not that the games are less polished because of it, but we're way more burnt out because, in order to make [Infinity Blade] II feel the experience it needed to be, required way more crunching than is effective.
"It required for us, for the last two or three month, to just death march kill ourselves. I mean, guys are just working so many hours, doing so much, and that's not really good, I think, for the longevity of our studio."
Some argue that crunch time is actually detrimental to the development of a game, and work produced during crunch is actually at a lower quality than work produced during normal working hours.
"We definitely won't do that again," Mustard continued.
"It's not worth the cost. I would rather take an extra two or three months than burn the guys out, or burn even me out. It doesn't allow enough time to sit there and let the game breathe."
Infinity Blade II is available today on the iOS app store for £4.99.