First off, it's exhausting but super rewarding. Nothing appears in my game unless I put it there. All the little beeps and boops you hear when you mouse over something or click? I have to put those in there. All the little UI efficiencies you take for granted that only the dev understands can be excrutiating.
Secondly, you have to have your mental health ducks in a row. Making a game will push you to your limits and beyond. I've seen countless game devs who had something really cool just give up due to the stress of it. The idea of ahving something amazing that completley breaks from a single bug you can't fix is...you'll experience grief, let me put it that way. There have been dozens of times where I've flopped down onto my bed and told myself I'm too dumb to be a game dev, just to get back on that horse the nxt day and fix that impossible bug.
Third, fixing bugs is half of what I do. There's a ton of different settings for everything and you can't always predict how an object or script will react when it's mixed in with dozens of others. The first step to that is narrowing down what the issue is. The more contained you make your stuff aka your script mostly relies on itself, the easier it gets. After you narrow down what the problem is, fixing it can get complicated, especially when it comes to units and their logic.
Fourth, being a solo dev vs having a team. As a solo dev, doing whatever I want without having to justify or tell someone, is amazing. It comes with the obvious downside of doing everything yourself and having to take full blame for a bad project. Wrking with a team can be easier but fidning random people onlnie is a nightmare, especially when you're not at a point where you can pay them. Managing schedules or people just...disappearing can be disheartening.
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