>>14336562lot of games start as gamejam and/or free
itch.io projects, that start gaining traction. yeah yeah marketing is important but as a gamedev recently said in a vlog "you can market your game as much as you want, if the concept is bad, it wont gain traction". so put up a free demo and participate in a gamejam every 5-6 months, and if you notice one of your prototypes started gaining traction, immediately start fleshing it out into a full project and shilling it on youtube and every subreddit you are familiar with it
if it worked for Va11halla, Superhot, Dead Estate, Buckshot Roulette and apparently a lot of other games, you have a bigger chance getting into the 4% of successful indie devs than the ones who spend years on their passion project before realizing nobody beside them is interested in it