I all but made up my mind to resuscitate another project, the prototype of which I wrote in 2007 and then abandoned. Unlike Compound/Shelter, it satisfies every requirement of a successful one-man indie game.
It used to be called "CTU", it is procedural, emergent, requires minimal amounts of art, is original, unique and deep, and it can be sold as a growing alpha.
Compound is a niche game for a narrow audience with questionable ROI in an increasingly saturated indie market. It was never planned as a one-man project, but my cousin left in 2010.
When FO:NV came out, the community's thirst for a true spiritual sequel to Fallout appears to have been soothed, and no longer feel the demand will be there. At its heyday of active development, my game attracted a small amount of attention. Simplistic hipster shit like Bastion or Shadowrun Returns will always look better and attract more.
People (and I) love to have emergent adventures in procedural worlds. CTU is not a roguelike, it's not an RPG or an RTS, but possibly a new genre. I've never played anything like it before, and have a good feeling about its appeal.
I wasted 3 years working on Dead Colony, and not a single indie game review site picked it up. Not even for a mediocre review. All my submissions were ignored.
I don't feel it for "Compound". The drive is gone. It will not come back until I stop feeling like a failure and can afford to work on my ugly moneysink lovechild at my leisure.
I need a success in my life right now. Something that is exciting to work on, something that *I* can play and enjoy (despite writing it), and something that can be prototyped quickly. Like, a month of work on the existing prototype to get the basic elements rolling, if my new dry eye pills work.
"CTU" is it. I actually want to work on it. I see a success there. If I don't work on it, I may lose the drive to create games entirely.