I have demos I've made in a couple days. 49% of the work is getting assets into the game and looking nice and 49% of the work is tweaking the logic to play nicely. Then 90% of the rest of the work is post-release support to show your fans that you won't flake on the next game you make.
A painter is using a brush that someone else made, on a canvas that someone else made.
Even if you make all of the game assets yourself, you are using software that someone else made, on a computer that someone else made, etc.
Chasing the "it's not really yours unless you do everything yourself" mentality goes nowhere.
I have demos I've made in a couple days. 49% of the work is getting assets into the game and looking nice and 49% of the work is tweaking the logic to play nicely. Then 90% of the rest of the work is post-release support to show your fans that you won't flake on the next game you make.
A painter is using a brush that someone else made, on a canvas that someone else made. Even if you make all of the game assets yourself, you are using software that someone else made, on a computer that someone else made, etc.
Chasing the "it's not really yours unless you do everything yourself" mentality goes nowhere.