@BubblegumPatty
Part of the argument about the RTP debates is what you just posted. The assumption that custom everything get you noticed and automatically make your game better. While having the RTP assets mean "you didn't care enough about your game". That's where a lot of the friction in the topic tends to come from. Just basic elitism.
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I kind of wanted to post another "unwritten rule" inspired by the recent posts in here. Well, okay, a couple.
Players Are Not The Enemy
I know it's very tempting to take criticism from a player and perceive it as a personal attack against you or even your own skills. I advise you don't do this. Rarely is such criticism "personal". Most of it comes from a place of the user wanting your product to improve.
Don't dismiss what your players are saying "out of hand". Yes, their complaints are probably going to be extremely vague and difficult to understand. Yes, they may strongly word an issue (usually proportional to the amount of frustration they experienced with it). No, there are not all that many people who leave "troll reviews". They are out there, sure, but they're sort of rare unless you've done something to anger a lot of people.
Do not treat your players as the enemy. They are a tool. An asset. You can use them to make a better game or track down issues.
Likewise, just because they want something removed or changed, doesn't mean they "want to change your entire vision". You can't view your product as sacrosanct and be unwilling to fix or change things so that your "vision" reaches more people and becomes a more memorable experience. Well, unless the point of your experience is that it can deliver boring/annoying/depressing/frustrating moments. Then... I dunno what to say. I'm bad at helping people who just want their games to be "an arthouse piece".
Know Your Audience
As easy as it is to say "I'm making a game that I want to play", it's important to remember who your audience is. If you release a game to the public, you should know what players you're targetting, what they like, and why they like it. This will help you implement QoL stuff in your game.
So, just know who your audience is. Or, potential audience. Market to them specifically. Highlight parts of your gameplay that would appeal to only that audience. There's no need to "cast a wider net" to get people who wouldn't be interested in what your game is meant to be. But, you should attempt to cater to the people who are or would be interested in what you're making.
You should also know the size of the net you are casting. That way, you don't get upset that more people aren't enjoying your game. If you know that your audience size is roughly 5% of the gaming community, you should set expectations accordingly.