I think lots of people underestimate the amount of work it takes to make a game. When I started developing my project, I quickly stopped using the Twine software. It's beyond bad for games above an even moderate degree of complexity. My game contains over 1100 passages right now, imagine managing that in the Twine software. I do have coding experience, but mostly in C++ and C#, so the whole web design thing was kinda new. But I'm enjoying the ride so far.
The same goes for CSS/UI stuff. You can't really customize important things if you don't look under the hood of Sugarcube. (APIs, JS, etc.) You also have to put some thinking into a project. Structural planning matters. Having a solid object/data foundation is very important. The game should be scalable, i.e. adding new content should always be possible without making changes in the machine room.
One thing that baffles me as well is how navigation is handled in lots of games, this applies to both Ren'py and HTML games. (I don't play RPGM games, so I can't comment on those.) The "realistic" approach of linearily moving through passages is just tedious and repetitive. Some games have at least a world map, but there are many without one. So you just click, click, click until your brain melts.
Another problem in general is the link between crowdfunding and early access. Lots of projects get lost between fan service and bad planning. Imho, crowdfunding is awesome for projects with a clear vision, but it's highly dangerous if you don't know where you're going. Maybe lots of games are being made be very young devs who see the successful games on here and think "hey, I can do that too and make a quick buck", which leads to these copycat incest Daz3D preset dumpster fires. (Don't get me wrong, I like some of these.
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