IMHO you should release a demo version to get some feedback from the users, and of course listen to them.
Oh, darling - nice try, but you conveniently keep forgetting I'm not some clueless fucking manager, but I write every single goddamn line of the code
This is not a free-time, weekend-only activity anymore. In fact, I burn through over $100 a day (monthly living costs / 30.5), just breathing. It [hopefully] shouldn't take a genius to calculate that I burn through $10,000 cash in under 3 months. Now, I'm way past that already, but the life experience encountered along the way, is way,way, waaaay more than just worth it, even if I don't sell a single cart
I've been a hardcore player of racing and sim games my whole life, for way over 30 years (though,admittedly, most of that time as a hardcore PC gamer). Like in each genre, there's dozen subgenres and people will argue to death why they don't like certain features of game A vs game B (despite the fact that game A sold over 1 million units). I don't need to listen to that crap, I know better than that, as I've done the exact same mistake with one of my PC games, over decade ago, when I listened to such "feedback". Sorry to burst your bubble, but I tend not to make the same mistakes again
I am making the game that *I* want to play and like. Financial reality obviously won't allow me to implement all the features from my ToDo list, but I will release it only when I'm happy with it.
Besides, even if I burnt through another $20k of my savings to implement the full ToDo List, The Magnificent Seven, just like they're demonstrating in the *fully unmoderated* JagZombies thread, will still tear it to pieces, and it won't sell significantly more anyway.
If you don't like it, just don't buy it. Shouldn't be a Rocket Science, but just shut the fuck up and get the fuck out Are there any other inquiries I can help you with ?