I don't know how you got your opinion but it's pretty much the state-of-the-art on sites where gamedev is commonly discussed, so I just assume that you didn't release something yet.
Take yourself out of the equation for a minute. See this from a perspective about game design.
I don’t understand the sentence or me having released something or not has anything to do with what we’re discussing. Edit: [I had listed my experience in game development but removed it because it’s irrelevant]. Be careful not to fall in the logical fallacy of: “only those who have done what I’ve done have valid opinions about game development”. It has no bearing whatsoever. Most people who look at your game and judge it aren’t dev.
It’s not about being part of a modern trend. Humans like things which look good. Talk about a truism! It always has been. As I’ve said, indie development is focusing on your strengths. If art isn’t your string suit, go for a simple representation (or a symbolic one) to avoid comparisons. I’m mentioning this for the sake of the conversation. I’m well aware you won’t scrap all of your art and start over. I mean, you’re still in early development art wise (or at least seem to) so maybe it could be done.
it's so hard to make money but here is your silver bullet: Great graphics.
No. That’s not the point being made and not what I’ve said. Here’s what I said:
You don’t need graphics which look that good, but you do need a Stardew valley bare minimum where people are willing to overlook the graphics.
Do you see the difference between:
a. Your game needs stellar graphics to sell.
b. Your game needs a minimum so that it’s graphics don’t hold your game back.
?
Those two sentences don’t have the same meaning.
The impact of graphics is largely overstated
What are you basing this assumption on? Your own personal wishes or hard evidence?
But I never understood, if this is true: Why is Stephen Sausage Roll successful (200k$+)? Why is Jeff Vogel still in business? Why has Gary Grigsby's War in the West likely made over 50k$? Why do people like Brigand: Oaxaca?
I looked up the games you’ve mentioned:
*Stephen Sausage Roll: coherent visually. Certainly meet the bare minimum.
*Vogel: game tailored to the resource limitations. Also coherent visually. Instead of trying to pull a realistic looking dragon, use a low-res representation.
*Brigand: Oaxaca: Quake style graphics. Devs made the most of the style they were going for. Low poly art used coherently.
*War in the West: simple art style. I’d say this one is really borderline but also people don’t play this game for the graphics.
I'm making a Dungeon Crawler, something that I wanted to do in years. I'm having fun, learning a fuck-ton, the game will make me a bit of money on the side.
That’s beside the point. We’re not discussing wether you’re enjoying making your game, I’m telling you that you should have someone to help you meet an (arbitrary) visual minimum for your game either by practicing your pixel skills or hiring someone who has the skills.
It’s weird to me that you don’t mind your fiancée providing art for your game but you’re not interested in working with an artist?
Anyway, I’ve said my piece which you disagree with. That’s your right.