making games like any other creative process cannot be made in mass/series like if you were producing a toy. Inevitably after you finish a project there will be downtime/burnout. #indiedev
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luckily a good amount of my games (I'd say 90%) made a profit, a few were hits, but the few times they failed it was a big problem, financially but also for the morale (you start to lose faith in your skills).
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basically what I'm trying to say is that in your plan (business or not) you need to consider a downtime/burnout phase shortly after the game release. It's not a wise thing not to do it

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