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Seconding the idea of just getting stuff to the table, individualizing it, throwing out the mechanics that don't work for you. Stuff can always be added later so get a first draft that has your vision and start playing with it. People more experienced than me espouse the idea, so I'm encouraging this.

Also, be willing to write a game and accept that nobody plays it. Some games matter more from the reading than the playing. This used to give me a lot of trouble until I read The Tragedy of GJ237b which is a great read but literally can't be played. If you try to play it, the game ends. It's weird and interesting. Like how not everything Da Vinci designed was built. This is ok, this is acceptable, this is worthwhile. 

Finally, as much fun as it is to watch the download counter on itch, try not to. It's too easy to connect your worth as designer with how many people are downloading or reading or talkign about yoru games nad that's just a recipe for disaster unless you're lucky and get an instant fanbase. Then it's a recipe for delayed disaster. So, you know, be kind to yourself and accept the worth in what you do.