Personally, I like the idea of stages, scenes and actors a lot, even for small projects. That way, you can always add new classes and just plop them in, and they act as individual objects that can be thought of as such.
By creating classes for all of your rendered items like so:
- Stage (MainMenu)
- Scene (MenuNavigator)
- Actor (MenuItem)
- Actor (MenuItem)
- Actor (MenuItem)
- Actor (MenuItem)
- Stage (InGame)
- Scene (Gameplay)
- Actor (StarUnderlay)
- Actor (Ship)
- Actor (Enemy)
- Scene (ScoreOverlay)
- Actor (Text)
- Actor (Text)
- Actor (Text)
- Scene (GameOver)
- Actor (Text)
- Actor (MenuItem)
You get a world of benefits.
By classing out your entities, you'll have reusability (Such as MenuItem, Text, and creating enemies that use a common class or anonymous classes). This means that you'll be rewriting less code and sharing logic across all objects.
By classing out scenes, you can also reuse this code, such as having an InGame Stage that uses a ScoreOverlay, as well as an InReplay Stage that also uses that score display, where the data is filled in by the stage.
By classing out your stages, you can put your core logic there as it is where your user is currently at in the game. A MainMenu stage can swap out for an InGame stage, and just by swapping out the object being rendered, you won't have to worry about deallocating the right objects as you'll either have garbage collection or the ability to request child objects be deallocated.
The idea is to reduce the responsibility both now and in the future of all of your classes, and thus you end up with individual units working together to produce a final product. If one thing breaks, you're more likely to know where and why, and you won't be digging through a 800 line file, but maybe a 100 line file.
When you go to pull it together, you can think of it as if you're putting on a play (hence why stages, scenes and actors are common used wordings). You need a monster to appear? Then you add a new actor to portray that monster. When that monster is no longer needed, it's pulled out of the scene.
Yes, you will likely end up with a good amount of classes, but a lot of people will argue that 100 classes is better than 1,000 lines, because again, you'll always know what's what when concepts are separated.