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Currently, and possibly for a short time, my day job. 

My first complete game (Antistar: Rising) found a little success on mobile (9 years ago, almost); thought I could make it, didn't turn out so good. Spent quite a few years licking my wounds; freelance gigs then a long string of... game unrelated coding gigs. Money was good, taught me lots, but passion is a thing and having the tiniest slivers of time to work on what I love isn't ideal so I decided to give it another try.

Some lessons I learned:

  • Go for the long haul. Indie game dev is often done on small but indefinitely extensible "budgets". 3 years of thrashing and trying to kick stuff out of the door is silly (done it). 3 years of regular, focused part time work can put a lot of value in a game (getting there).
  • Anything goes west, cut it short. I call this the "rabbit hole syndrome" where basically something (game feature, modeling work, design issue, third party software annoyance) starts taking a lot more time than expected. It's okay to do research or take up challenges, but heavy stuff should be done outside game project work.
  • Stick to games I enjoy making. Although I might come up with 50 game designs in a week, most of these are stuff that I'm not going to stick to anyway so I just tune down on that. A so called "game idea" might fit a lot better as a small game feature in a serious project.

I'm currently remaking my very first game (in preparation of a sequel, and with a much wider range of target platforms) which may sound a little boring but, I get attached to my projects... doing stuff over again makes it a lot easier to learn and improve : )

So true and yet so hard to follow. We seem to fall into that "rabbit hole syndrome" all the time. Before we even realize to cut it short a week or two passes by and the project stalls. That's why we started to set up schedules with milestones that are fairly short term. If we have a date set for a feature we seem to be able to keep our focus better. For example, instead of diving into the full rpg game, which we wanted to develop next, we decided to make a mini prequel to test out our ideas as well as the functionalities.