Don't forget to start small
This is just a reminder to start small. Whatever plan you have for your product is probably too ambitious for a starting point. By paring things down a bit, you can avoid some nasty problems that kill a lot of indie hackers' dreams: - spending weeks, months, or years building the wrong thing - getting burned out before you get locked in* - getting distracted by another shiny object before you get locked in* - releasing something crappy, because it took so long to create that you don't have time to make it good - not ever getting started because it's too intimidating or complex - etc. (*locked in = getting to the point where external factors besides just your intrinsic motivation can help keep you going, e.g. actual users or customers) In addition to avoiding some of the deadliest traps, one advantage to starting small is that you can collect feedback quickly. You get the best feedback when you release, so you want to release often, which means releasing quickly, which means small releases. Another advantage is you can start building an audience earlier. The best tip for building an audience is to "be useful on the internet." If you create something people find valuable, that counts as being useful, even if it's small. In fact, some of the best "small" starting points are often indistinguishable from tactics normally reserved for audience building: tweeting, blogging, sending an email newsletter, etc. For example, Indie Hackers is a thriving community, but it started off as just a blog. Y Combinator started as a talk. Start small is something you want to think about sooner rather than later. It's easy to start small, but it's very difficult to start big, regret it, and then try to get smaller. By then it's likely too late, unless you have the strength of will to throw away a lot of your hard work, which you probably won't. It's better to avoid that situation in the first place.