let's talk about the current culture around "indie games", as we call them. indie games may have been a big boom for a small group of indepdently-minded tech dudes, but that level of exposure and/or cultural penetration hasn't been nearly so generous to most everyone else. most of it has played out as a gold rush for young privileged people (tying into the Silicon Valley startup gold rush) where the people who were lucky enough to get through the door at the right time are already shutting it on everyone else trying to break through.
the fact is that the current culture around "indie" games is sexist, classist and racist as hell (not to mention US-centric). those who have the most resources get to define the conversation for everyone else. they also get to run the events and choose what gets talked about at those events. major events happen in places like the SF bay area, or NYC, or LA, etc etc - these are where the real connections are made and relationships are built. if you're not around at events like GDC networking and meeting new people (because, let's say, you can't afford them), then you probably won't be taken very seriously or have access to many resources.
even if you can afford to make those conferences, there's an intense pressure to define who you are and what you do through how you present yourself on the terms of what's already out there. indie game dev circles function as social scenes for those lucky enough to participate. often they end up just being a place for comraderie for particular kinds of tech dudes. there's a term a friend of mine uses which i'm very fond of: "photogenic indies". all the endless indie game festival PR photos of enraptured, mostly white, mostly male upper-middle class 20-somethings makes it clear who is part of this culture and who isn't. as such, the participants are there to make themselves and their friends look good. they lack any kind of ability to self-critical because no one wants to lose friends. they want to treat each other as the new boy geniuses, and make lots of money doing it. and therefore the people who have the resources help their friends above all else. as a social scene, your place in the culture is much more about status and who you're friends with than about the content of the ideas.
if you are at all aiming to make a space something outside the norm, you're expected to explain what you're about and have it be on those terms. extra bonus points if you can aim for a commercial release, and constantly network so that you can have a hope of getting your game noticed by festival jurors and nominated, so that you can then sell it from there. non-commercial games have little place in this culture, after all, because they're not viewed as being as serious contributions to the artform of videogames; because selling your game is supposedly the way to communicate that it has more value and therefore get higher levels of cultural penetration. there's an immense emphasis put on "polish", which is really more about distinguishing your game from others and making it look expensive than having it match your ideas in any real way.
but let's say you manage to get your game on Steam and have lots of PR and release it and it makes a ton of money. even then people will still stop talking about your game in a week or so.