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I have struggled with this too. For me, the thing that helped was figuring out how to turn the "ship it" moment into a mechanical process -- a list of bugs and
by joeld42 8y ago
I have struggled with this too. For me, the thing that helped was figuring out how to turn the "ship it" moment into a mechanical process -- a list of bugs and a ship date. You stop creating a beautiful thing, and just need to fix X things before Y date.
Introspection and all the thinking you're doing is important and good and will help you overall find happiness so keep that up -- but it's not going to help you ship this. Just make a list of bugs and cross them off. Ship a V1.
If it's usable now just release it. Call it a beta, call it early access, whatever. You'll have a few weeks to just react and absorb feedback and that will help you decide what you want to do with it, learn what the market looks like, learn what the users want.
Especially with something like a creative or animation tool, you're not going to get people knocking down your door and throwing money at it overnight. But if a few people find it expressive and useful, find those users, support them and their work will bring others.