I don't want to say 'make a small game first', even though that’s what I’m doing, because there isn't a dogma like that that makes sense for all people in all situations (and because Richard’s ibb & obb was an ambitious, and successful, first game). But it's good to bear in mind that making a small game from start to end is already a big project. And the bigger the project, all else equal, the less likely you are to complete it. There are important things you learn from the end stages of a relatively small project that you miss out on as long as you're not completing things, and publishing them.
Lean on ChatGPT, or whichever LLM works best for you. These are amazing tools. They're not perfect of course, but they can make your life a good deal easier and more enjoyable, and they can bring projects in reach that wouldn't have been otherwise.
Tentative advice: Make a demo early on that demonstrates the main thing about your game, publish it. start getting game feedback from the world early on and iterate on it. Make sure that within the game there’s an easy way for players to report bugs and share feedback with you.
Take feedback seriously, consider it all carefully, but remember that its purpose is to help you understand what your vision is, and help you approximate it more closely with the thing you’re building.
- Thanks for the opportunity to talk about my game, and some of the story behind it. I'd love for you to try out the Axe Ghost demo, give me feedback, and wishlist it if you like what you see! You can follow Axe Ghost on X.com too.
-Tomasz
https://store.steampowered.com/app/2712670/Axe_Ghost/
❤️