As for how I see single indie dev projects, as opposed to working in a team, is the fact that it's all up to you. And that is really scary at times, because I'm working with a lot of constraints. However, I think I've mastered the art of making bugs features to be expanded upon, which helps. I guess it's mainly, if I make something I don't have to worry about adhering to any design principles, and whatever I want in the game stays in the game... Period. I don't have that frustration that only a portion of what I make will be included in the final game. It's complete freedom to do literally whatever you want, even if you have no clue what the hell you're even doing. I have never made a game design doc; I just make whatever I feel like making and throw it together quickly in unity. It's lonely, it takes a lot of passion, patience, and grit. However, it's always worth it.
I've always made games by myself, and with each project I always learn something new about different aspects of development, what not to do design wise, or something about myself. So setting out to make Awkward just happened as naturally as any of the other games, because I just wanted to make something. Steve Harmon, Awkward Dimensions Redux
As for sound I've really just amassed a huge library of sound effects and ambiance with my phone's mic over time wherever I go, then I'd later apply a bunch of random effects in audacity to the clips until I got what I wanted. For 90% of the music, I let my friends do their thing, and if they make something that I can connect to that I feel would help someone understand me better I ask if I could put it in the game. Dong (the guy who composed a majority of the game's soundtrack) however, started to make tracks specifically for the game, so I made levels to each of his songs he sent me. Sound influenced design, I never asked anyone "could you write something like..." or "can you make a piano piece with..." None of us who worked on the game's original soundtrack tried to be “professional”, because none of us are famous, we’re just teenagers; there was quite a lot of experimentation, and because of that Awkward has one of the most diverse OSTs I’ve heard in any game I’ve ever played. Steve Harmon, Awkward Dimensions Redux