What engine are you using? Unity? Godot? Have you made a design document? Have you set up a schedule that you follow? I find that both of these things greatly help in not only helping your game stay more focused but also helps in making sure you get stuff done (without feeling any anxiety). Also while I understand the appeal of wanting to make money off the games you make, it's generally a good idea to make (at least parts of your games) free to help with playtesting. When you monetize it also puts further pressure on you, That kind of pressure is easier to deal with once your experience and workflow has been improved. These are just some thoughts at a glance, could do a more thorough second pass once my fever has passed. @Alexandra_Nilsson_T said in [Sigrid: Det inre mörkret] A blog about my own game, a psychedelic fairytale: And I, well. I really have to fight against the narrative that 'Well, stop complaining because we know it's hard, just work harder." And I really think that any game developer should be perfectly entitled to 'complain' as much as they want. It really is that hard, and frustrating, and depressing. We, as developers, can not tell you this enough. This is just me but I absolutely never ever complain when it comes to game development. I don't think it's a good mindset to have. I mean yeah jokingly telling your partner or friend that you spent 1 frustrating hour trying to fix a really easy problem (once you figured it out) is fine, but self-pity is pretty ugly and no one likes hearing people complain. If something consistently makes you made and causes problems for you then look for the thing causing said problems and try and fix it. Is your workflow sloppy? Are you bad at coding? Etc. Some things you can't solve on your own either, so looking for some courses or people to help you is a great help. I used to suck royal ass at optimization which made my games run like crap (could even crash) so I started looking more into that and once I got better at it my dev time became far more pleasant. Once you start working on a team becoming a problem solver over a complainer becomes even more important. I mean you even getting mad in the first place is a problem you can solve by getting to the root of the problem @Alexandra_Nilsson_T said in [Sigrid: Det inre mörkret] A blog about my own game, a psychedelic fairytale: The thing with glitches and bug - there is, especially for an indie developer, NO FREAKING WAY, your game will be devoid of glitches. Personally I feel that making sure you always (no matter what, even if it's something simple) keep your code neat and well commented helps. Writing down some notes while coding for things that could cause problems or has caused problems in the past also helps. Because (at least for me) most bugs are generally very easy to fix once you know the cause. Once you start working on a team (if you're interested in that sort of thing) these are good habits to already have nailed down (unless you want people to tear their hair out going through your code, since most people code/work differently). Sorry if I came off a bit preachy but I've been in a similar position myself so I wanted to share some advice I personally found useful in helping me grow as both a person and game dev. I know a lot of people that have had (and still do) a hard time getting into game development because frankly it is a very difficult (and tumultuous) business. Some even gave up. Some of them I've managed to help by butting my nose into their business (without them asking for help) but you won't always have an asshole like me forcefully trying to help people I can see are in trouble, so remember to never ever be afraid to look or ask for help. If it's something you enjoy it should never get so bad that you consistently get upset to the point where you scream or cry. Leave that for when an asshole like me shows up.