Coming back to this one after a while, it’s stuck with me as one of the most thoughtful and genuinely challenging pieces of feedback I’ve gotten on this, so I keep returning to it.
One thing you raised that I wanted to actually address. The entry bar question, accepting developer-submitted games with no real way to verify “professional” versus hobbyist, and whether that undermines the whole idea of surfacing quality. This was genuinely one of the hardest things I’ve had to sit with building this.
Where I landed is that you can’t gate on solo/team/hobbyist status, because that status tells you nothing about whether the game is actually good. A solo hobbyist can absolutely make something that deserves to be found, and a “professional” team can ship something mediocre. The only honest lever is clear content policy, not credentialism. For example, live-service MMOs and idle/incremental games designed to be played indefinitely with no actual ending aren’t accepted, for now at least, since the platform is built around discovering games with a real endpoint you can reach, not a rule about whether a submission is finished or still in development (early access games are welcome). Anything stricter than that puts me in the position of being an arbitrary judge of who “counts,” which isn’t a position I think is fair or sustainable for one person to hold.
I went and looked at how IGDB actually handles this, since you mentioned not knowing, and found their content policy here: https://www.igdb.com/content-policy. They land in the same place, accepting solo, team, and hobbyist developers alike, gated by content policy rather than professional status. Good to see that independently confirmed rather than just assumed.