> The biggest thing I saw was that 2 guys, Unity, unity asset store and some upwork artists made a really pretty decent game. I love how this has come full circle. I'm 47 and back in the 8 bit days games were made by 1 or 2 people. 15 years ago this just wasnt possible, but now with unity, unity assets, remote for hire work, steam and twitch for marketing you can legit make it as a 2 person studio. I love it.
While it's certainly possible it's very much the exception rather than the rule here. Let's take the parts of a game and individually look at why:
* Gameplay - This is where small indies really shine it possible to create a game with some cool gameplay. The problem here is that to create something that people actually find fun is rather hard. Most Indie games are boring as shit, they often have a single gimicky gameplay feature. You can try this yourself to come up with something that's truly fun. Sit down for 30 minutes and build a game that's unique and fun, you'll fine it's really hard. That's why the AAA game studios don't really do that. They use other techniques to sell the game like using and big well known IP. Most AAA gameplay is not unique and often is really not that fun for this exact reason. Note also here most indie devs who have never actually made a hit with tell you to just work on making the gameplay in your game really great. It's a cop out.
* Art - This is one of the hardest parts. You can kitbash a bunch of asset store stuff but then your game looks like a hodgepodge mess. You can hire an artist but if you want something really good looking you won't find them on upwork selling their labour at sweatshop rates. Really good artists are specialists in specific areas like character design, concept art, environment art ...etc. Trying to just find someone on upwork who will do all of that really well for you is basically impossible. Also note if you use stuff off the asset store you will need your artist to match that style which is actually really hard. To get really good art for a game you have to hire a team and build from the ground up. That's very difficult for indie teams most of which have no money to spend on art.
* Sound - Great games have great soundtracks. Often composed by someone with a lot of experience. These people are hard to find and even harder to convince to work on a game. Again like the art it's not something people are selling for cheap on upwork. Note also that you will want stuff in the game like jumping sounds, landing, clicking all that stuff. You can again find packs with this on the asset store but they often just won't have that sound you are looking for and mixing sound packs make the game seem cheap. The sound design has to be all one piece of work really. Think mixing 8-bit era sounds with more modern stuff it doesn't work.
* Testing - Often not looked upon but testing your own work doesn't work. You need someone independent to look at what you've done and break it. If you've ever played Bethesda Games you'll see what poor testing looks like. Note that the larger the scope of your game the amount of testing becomes exponential. The big AAA game studio have more testers than devs by far. If you look at many of the small indie game this really can kill the game. The devs chuck something together which looks ok and is fairly unique but is so poorly tested that no one is willing to buy.
All in all it's possible to do but really hard and I would say they got really lucky.
> The distribution of Steam and viral marketing of Twitch have revolutionised indie development
Yes but not in the way you think. Before anyone was able to put stuff on these shops getting on Steam was a one way ticket to $$$$. There where curated stores and even being in them meant you got a seal of approval from the likes of valve. Now-a-days the steam store is filled with so much asset flip junk "indie games" it's become a meme. To be seen on any of these platforms is now a real miracle. Again on twitch getting picked up by a big streamer is like winning the lottery. The vast majority of streamers on twitch make no money and have such a tiny audience getting on their streams would only net you double digit sales if you are lucky.