I might be interested, but this group sounds too "serious" for me. Ie i'm serious, but i have a full time job, and i'm obsessive so i'm yakshaving the foundations of my projects. I'm less concerned with the final game, and more concerned with building a platform that helps me efficiently create. While the game is my goal, i focus on the platform because i feel solo devs have a ton of overhead. I figure if i can optim…
I've been researching solo game dev for decades now, and that definitely mirrors my conclusions so far.
Just keep the end goal in mind and don't reinvent the wheel, unless you desire a career in wheel engineering. While you're working on your stuff, remember that others are also working on their stuff, and a lot of useful things are shared freely and continually popping up new.
Have the courage to recycle your ideas, and the ruthlessness to streamline your development process. Going solo is all about coming to terms with your limitations, and building solutions to work around them. Maximize the impact of work you like doing, while minimizing the necessity of work you don't. Sacrifice your creative vision until only the core remains. Resist the creeping scope of scaling it up, but also keep firm in your artistic requirements. Keep your "must haves" short, solve the hard problems first, manage your expectations, and above all be stubborn enough to tread through it.