[...] A lot of people in the thread are going "oh why didn't they just do X" but it's not that easy. Indie development is always a big risk. Most projects fail. [...]
That's all well and good, but once someone is actually asking for money they have a duty to deliver on said product. I'd be much more generous towards him if he was only asking for patreon/whatever support and having backer builds with a clear delineation between user ownership of an actualized product vs. just supporting development w/o an expectation on a return of a finished product, but charging an upfront (and likely full price) fee for something is begging for more scrutiny. For a lot of very excellent Indie games, $10 is the maximum they'd ever charge for the finished product, let alone an
alpha build of something that may never see the light of day. He's setting expectations just from that baseline pricepoint on what lens we're going to be viewing his product with. Just like straightshota mentioned above you, there's far more to game development than just
game development.
It's a useful exercise to analyze why certain projects fail and others succeed, to learn from their failures and successes. It's through viewing failure especially that we can see what works and what doesn't, allowing future products (by the original author or by a separate person who just takes note of it) to be more successful because of it. Indie development is hard, yes, but just because it's hard doesn't justify leaving your supporters in the lurch when you can't cut it and decide to quit. Game development is inherently volatile because of the difficulty of the work, from actually making the game to communicating with your staff, to securing funding for it. It, much like being an artist or a youtuber, is not something you should depend on for financing if you're in an unstable position.
In my view, it's only really viable to rely on game development as an income stream if it's already been established, and even then it's a risky proposition. Markets are fickle, products succeed and fail with many, many factors that aren't necessarily even based around the game itself (what other games are already in the market, what the general disposable income of your target demographic is, etc) so some comprehension of economics/business is mandatory in making game development your career.