Zarxto, don't make straight jacket rules, make games. If you enjoy making games whether you finish them or not is pretty irrelevant. Do it because it is something to do, you don't need any more justification than that. Don't lose yourself trying to create the next video game masterpiece, try to create your next moment of enjoyment. Even when it gets tough it can still be very enjoyable, like a challenging puzzle that has you stumped but you you can't help but feel satisfaction trying to solve it.
Yeah, you blundered and gave off a bad impression. It happens and it is likely to continue to happen (humanity's curse). Much like making a game, making a decent person of yourself is a difficult process of problem solving and resource building. Bad choices are not a mantle of shame, they are more like a bugs in a game that illuminate a problem in the underlying behavior process. Figuring out what drives certain behaviors in you is a good step towards crushing those bugs and moving forward. My favorite quote is "Today is victory over yourself of yesterday, tomorrow is victory over lesser men." (I have it tattooed on my arm). Even just knowing and being able to admit what you did wrong is growth, a step ahead of where you were prior. I don't think you are immature, I think you are battling a wall of frustrations and disappointments but still learning. You'll get there soon enough.
I disagree with the sentiment that nothing here genuinely matters. There are a lot of great people here, there are a lot of great works here, there is a lot here that matters. You can manage your priorities without being dismissive.
Anyways, I'd personally like to see you continue your pursuit into game development. As long as you remain at least honest to yourself about where you are at and willing to put in work I think you will progress at a fairly decent pace. Should you need help with something and think I might be able to help feel free to ask. Good luck!


You're like 15 years old, never made a tangible project and giving advices as an Indie Dev?
Sure, why not? The source of advice is not as important as its utility. Either you think it is not true and you just ignore it or you find some truth in it and it is worth thinking on.
So, its been about 3 months since I've been on this forum.
you made your flowerthing devlog in 2015, and we're already in september 2016. You've been on this forum for longer than 3 months, why lying?
He had two devlogs, one was made
November 2015 and the other was made
December 2015. Maybe he was blatantly lying but I can't really imagine why he would since it's really not something worth lying about. I am thinking he probably threw a hasty guess out there and just underestimated how long its actually been. I could be wrong, of course, but that is what it seems like to me.
Zarxto, I am inclined to agree with
Bakkusa about not trying to hire or profit share at this point. You're still in the learning phase, take the time to ride that out and develop your skills a bit more. Really iron out your vision and get a clear design document going (if you plan to bring in others).
Even if you are dead-set on hiring others, you want to learn enough creative skills that you can really understand the workload you are asking of your artists, musicians, etc. and have a better appreciation for their efforts. It also allows you to communicate more effectively with them. Learning some color theory, for example, allows you to communicate more clearly to your artist what colors you want the scene to have beyond just saying "Yeah, it needs to be all dark and scary" or something.
You'll attract a lot more help if you know your shit.