>>6524634I'm not telling you to ship out a masterpiece, I'm telling you to actually think about your limits.
Do you even know how to design a game? What makes a level fun? What makes a puzzle challenging but not unfair? What makes a good puzzle? What makes interesting level design? What music should you use for different levels? How do you make that music? How do you design game difficulty around all the enemies in the game to not only fair but also not baby-mode easy? What should be in the game? How do you decide that? How should the game look like? How do you know what people are gonna like? How do you design a good main character? Which genre do you pick? How do you make the game different from all the others? How hard is everything of this going to be to accomplish all of this?
Most games don't get all of these right, they get the most important things right and then fail at others, buy that doesn't make the game bad, just not perfect.
Also, there are plenty of games of were coded by one person which are great, examples being:
>Stardew Valley.>Papers Please.>Axiom verge.>Cave Story.>Minecraft (first versions).>Rollercoaster Tycoon.You don't have to be perfect, but diving into this industry with no experience and naivety isn't going to work.
Most games take years to develop, how willing are you to put in all that time?
It's all important factors to consider.
I say this because I care y'know, I don't want you to fail.