Making a game on your own (or even a team) is like trying 2 eat the planet mars with a plastic spoon

but maybe what you lack is time. it’s the alltime time vs. money predicament

to the OP: I feel you. I too work on a project by myself. I’ve been working on it for 4+ years, and I should be finished with it sometime this year

  • the perfectionist problem - you can learn to control it
  • marketing - I’ll face that demon soon enough. but I still think good marketing will give you a very good initial boost, but only a good game can give you spreading via word of mouth
  • motivation - if being a dev is really your hobby and you truly like the project you’re making motivation comes easy, and making progress on the project creates a positive motivation loop.
  • other projects - it takes discipline to not go astray into side projects, working on multiple projects, mutating your project, or increasing the scope of your project. when starting a fresh new project make completely sure it’s what you want to do and define a scope that works in a self-contained way (without needing more expansive features later). and after that, endure!
  • scope - cannot stress this enough: keep a realistic scope. it’s common to think that features X Y and Z will take a few weeks to make and for prototyping it will be true in most cases, but the dangerous part is thinking “the game is pretty much done” after that. making features X Y and Z work together and making them scale properly, make the game appealing and not harsh, adding enough signs and feedback for the player, making it all a smooth experience and a good amount of polish, will all take 90% of your time