my advice would be to start small, form connections, and plan ahead as much as you can. I wasted a lot of time (on both my games) because I didn't adequately plan things and I had to go back and redo big swathes of the games and reconsider entire levels and etc. again I also wish I was smarter about the business/publishing side of things early on into the project because that's the #1 thing that caused me grief and cost me thousands and thousands of wasted dollars, if you can make a solid demo first and get a publisher locked-in early then I think that's the best move, otherwise you're literally just counting on luck and that's not worth it if you're planning on spending years on a project. and yeah, if possible, try to make connections with likeminded people who can work with you on your projects. i did everything (coding, art, music, etc) on both my games and it was a colossal pain in the ass. if you have a buddy who knows how to play guitar then maybe pay him to just make a soundtrack for you instead of spending months and months learning how to use garage band lol
The games industry is a giant pile of crap right now, i think more than ever we need weird indie artists creating weird indie games, and we need to start collectively moving away from the terrible AAA bullshit that's been eating away at creativity and real humanity in this medium. i really hope that more people gradually start leaving the big companies to make some weird shit with their pals and the industry can be saved from the brink before it just becomes corporate slop all the way down
-bubby darkstar❤️
Shooty Shooty Robot Invasion on Steam