And that would need to take into consideration that I was basically starting from scratch completely with Unity, as the previous prototype of years before was super basic and done almost randomly, without much technical understanding of how everything works and fits together. It couldn’t be something that would take too many months or years even for an initial release.It had to be something that could work decently with stock art or a ready-made design purchased from one of the many websites available for this. It couldn’t be something that required unique and custom hand-drawn art, because I couldn’t do it myself and couldn’t afford external paid help.Opposite to number #1 in a way, I also didn’t want to be someone else’s regret, in case they were quicker or more skilled / more driven / with more time to devote than me.So I didn’t want to have external dependencies, and nobody but myself to blame. Knowing myself, if I don’t manage to finish something in some way (an MVP worth releasing) in 3 months, I quickly start to lose interest (and hope). It’s difficult to find people willing to do side projects in the first place, but even if I had found someone, I just didn’t want to depend on someone that might not be driven or serious enough about it, or maybe didn’t want to put in the same effort, or that maybe was simply ok to do it in a super chilled way and finish it in maybe one year. It had to be something that I could do alone, because I didn’t have anyone to work with.I was conscious of the constraints I had to respect: This time however I decided that if I was going to start it, I had to finish it (meaning, it had to end up in the App Store, and people had to be able to play it for real) because I could not tolerate yet another failure. Around mid-last year I was on the search for something new to study to keep me busy after work, and the desire to make a game rose again from the back to my mind, after having tried multiple times in the previous years, always unsuccessfully for various reasons (poor/difficult tools for my skills, lack of people to work with, etc.).