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(+2)

I do everything solo - dev, art, design, PR, blog etc.  That means a lot of bottlenecks, especially since I have a full time job - I only do game dev as a hobby in my spare time!  This means focusing on efficiency: simple art, simple game design, and any shortcut I can take in general.  I found PR is a definite bummer, so you're a good spot if you have a friend handling this.  The more time you can focus on game dev, the better!

No idea if working solo is a recipe for success, but enjoying it to date.  I've got quite a few blog posts early on my website, for anyone interested to read straight into my brains :)  A few months back I was frustrated that every development blog I was reading always started with what seemed a complete game to start with, so I decided to build a blog that would focus on the inception of building a studio + game.  I came to understand why indie website always seem to start towards the end of a game creation: most devs leave it to the last minute to work on PR!

So my website is an attempt to document everything I have done from scratch - company logo, how I work, projects I was working on etc.  My latest game Holey Suit has posts about it from its inception.  Hopefully it's not too dull to read, but is relevant to your this post I guess ;)

Doing everything yourself is hard but I think that it's more enjoyable working with a game this way. I want to do the development myself because I love doing it and I consider it like a piece of art. I'm a student so I do indie development on my spare time but I see it like something more than just a hobby and I hope I can go further. 

That's true that a lot of indie devs do the PR at the last minute, I've done it too. I've understood that doing the PR along with the development is much better and helps building an audience and a playerbase. Now my friend helps me with this sort of stuff but I also tweet a lot related to the development progress of my games. We've been quite busy this time but soon we'll have a website to and we'll post weekly blogs related to the development.

(+1)

What you said, from what I could understand, it seems to me true. Alone it is very difficult. Having at least one support person is what he would want. It would give us more successful. If I understood you, you believe that many games are published within a short time and are not complete, as for the potentialities of the original idea that are not fully exploited or perhaps because we was in a hurry to conclude. I'm partially agreed on this. It is also true that if you want to have a medium gain it makes no sense to spend a lot of time developing an idea without being sure that the public like this idea. Sometimes it is better to produce more in less time than to employ a lot for a great idea, but only for what we believe it to be.