I did exactly what you described. Unfortunately there is an endless supply of fresh grads (and even very talented amateurs with no schooling) willing to work absolutely slave-like conditions to "live the dream".
This is also why being an aspiring actor comes with terrible pay, hours, conditions. And it doesn't seem likely to change. There's a long line of people who dream of trying, and they bid down the price at the auction.
Fair enough and 100% true. It almost feels like we need to police up the expectations of junior developers and teach them proper work life balance. But they are going to do what they are going to do I suppose.
This should absolutely be an expectation set early on ... I often wish that our industry had an apprenticeship model, so that our senior talent would invest in training newcomers. Coming from the IC level would remove a perverse incentive for employers who offer on-the-job training to teach them to be compliant early on.
Yes and no. Some things are more fun, a lot of things feel about the same (solving logic issues or UI issues or database issues are just about the same no matter what subject it's about), some things are harder and more frustrating (debugging graphics issues can be very frustrating at times).
But I feel much, much more proud of the games I released than anything I've done outside of the games industry, even applications/services I've worked on that have been used by millions of people.
In corporate dev it just feels too much like I could have been replaced by just about anyone and those applications would have been basically the same, or only mattered for a few years before the company decided to throw everything out and rewrite everything, letting my old code disappear whereas with games my own ideas and creativity and how I determined the mechanics should feel and I have something at least partially unique to show for it after that people can go back and play decades later.
Games have their own problem, in that there's so many games out there that unless you've made a superhit, your game will fade to the point where probably no one is playing your game anymore anyway, in place of one of the hundreds of other games coming out all the time, but at least there are people out there that try to preserve as many games as they can, and there's a chance someone will run into your game, dust off the cobwebs, and share it in a video with the world, and a few more people will discover it and enjoy it.
Like for example I'm currently collecting and searching for obscure, fun puzzle games on the original Game Boy and Game Boy Color. All sorts of cool games there that probably only a handful of people in the world are playing right now.
A really cool surprise I can only find a couple of videos for online is Klustar for Game Boy Color. It's Tetris blocks coming in from all sides and you move a central mass around and rotate it, and try to make those blocks connect somewhere on that mass, which alters its shape, and make large squares to clear them and shrink your cluster, meanwhile some blocks slip past and land on the opposite edge of the board and stay there for the rest of the game, blocking you and other pieces, until eventually your cluster is too big and ungainly and oddly shaped that you can't place the blocks in good places anymore and all the pieces attach in bad spots and you fill up the board and the game ends. Really addicting. I don't know of another game like it out there right now. And probably no one is playing it. But at least I found it and I'm enjoying it.
I work as a freelance web dev and typically have a week (or even a month) between contracts to chase that indie game dev dream. It’s a tough juggling act, but it’s better than trying to moonlight