It's hard. It will likely take more time than expected. People likely won't be interested by the game once it's done - even if it was hard to make and even if it's really cool when you actually play the game - They likely wont care if it doesn't have an easy to grasp premise and if you didn't get people to know about it during development. If you already have an audience and can share a demo, then you can work on more experimental stuff.
But if you don't already have that audience, I would recommend to stick to ideas that can be easily understood without having to try the game, something you could get someone interested into just by talking about it for a minute or showing seconds of gameplay footage. If you want people to enjoy your game, you have to get them interested enough to give it a chance, and you might have to think about that before starting working on it.
With all the lay offs from triple A game makers, with all the uninspiring projects being made that are record flops, with all the live service micro transaction exploitative games, with all the gambling addictive attention-grabbing empty mobile stuff, with all the lie-infused over hyped under-delivering corporate projects, with all the reactionary sexist, racist, bigoted hate campaigns and with all the stupid and ill-informed excitement around generative AI and LLMs, I think our mission is to make gems.
We work with passion and dedication on art pieces that aim to be free of all that kind of unethical or corporate soulless stuff. We release those gems in a sea, no, in a torrent of other titles, spending more time and effort, focusing on what we want to share not on what focus groups would tell us people might want. It's a statement.
We have to bet on people finding those gems, we have to bet on people making the difference. And with the ones who do, with the players who support us, who buy our games, who try to spread the word about them, who try to make people know about indies, we make that industry live when all the odds are against it.
People making great games independently, sometimes alone, with close to zero budget, and some players finding them and making them hits is against all odds in the sea of all other corporate and soulless games that are boosted by massive marketing campaigns and insane budgets.
But it happens, it humbles the big players and it inject life and novelty in the video game world, it actually makes people spend quality time and have a better day to day life. It inspires. It's what making us persevere, against all odds.
-Tim
❤️