Hehe I know that sort of problems too. but at some point, if you don’t want to end up with placeholders for everything, you rely on some sort of team. I mean, think of what a game needs … the coding of course, then 3D modelling, textures, sound, music, map/level design, maybe also a storyline …. and so on … you need to be a damn good alrounder to really fit all tasks, I do actually not 😀 I have great ideas in mind, I know some coding (but far away from being a pro) and have imaginations how it could look like one day. But I am a bloody beginner with 3D modeling (Blender really gives me hard times, I hope one day it will pay out to spend so much time with it patiently), I have no idea about textures/art, and sound/music … well … maybe I should make a silent/mute game 😀 So yeah … all I can do is just starting with the basics, doing some code and using big (grey?) blocks as placeholders what may become a nice looking building with a neat texture later, harrassing Google to spit out some nice free models/textures that may fit, same with sound/music … oh and not to forget animations 😀 Thing is just, if I ever release the game, I have no idea if just putting some credits will be fine or not ^^ So well, for now I just do what I know I can handle, and the rest is put on pause for later (or if I just can’t see code any longer and need something else to do). Doing that with friends bring up 2 issues, one of it you named already, how reliable are they. The next problem also is, they might not agree with your ideas and want something else. so at the end you might work on something that is not your idea anymore and you become less interested in it yourself. I’ve been in such situations already, and it’s pretty hard sometimes to stick with the team and continue. So yeah, making it alone has ist advantages at some point, but if you want it to become something in a decent quality, you will need a team sooner or later.