I'm a video game producer that has published on basically every modern platform. The best advice I can give is to laser-focus on your core mechanic, always asking yourself "Does this add to the fun?" Everything else follows from that.
Different platforms have different customers, demand different games, and have different challenges. For a small project, I highly suggest using a sophisticated and cheap multiplatform middleware engine like Unity3D. It allows you to quickly and easily iterate without worrying about coding new technology.
If you are looking for funding on a small project, I suggest something like Kickstarter. Heads up, unless your project has a sophisticated online component the biggest money sink is going to be your art. If you can a) get users to generate the assets, b) generate the assets programmatically, or c) use an aesthetic that revels in its own lo-fi chic you will have cut your costs dramatically.
The biggest hurdle will be your own enthusiasm. For a small project, keep the scope small. Check out flOw and World Of Goo to get an idea of what I mean by "small."
The best way to find something that is both new and fun is to experiment. Come up with wacky ideas for mechanics and build really ugly prototypes. When you have an ugly piece of unstable software that manages to enthrall its players despite itself THAT'S when you move forward.
Different platforms have different customers, demand different games, and have different challenges. For a small project, I highly suggest using a sophisticated and cheap multiplatform middleware engine like Unity3D. It allows you to quickly and easily iterate without worrying about coding new technology.
If you are looking for funding on a small project, I suggest something like Kickstarter. Heads up, unless your project has a sophisticated online component the biggest money sink is going to be your art. If you can a) get users to generate the assets, b) generate the assets programmatically, or c) use an aesthetic that revels in its own lo-fi chic you will have cut your costs dramatically.
The biggest hurdle will be your own enthusiasm. For a small project, keep the scope small. Check out flOw and World Of Goo to get an idea of what I mean by "small."
The best way to find something that is both new and fun is to experiment. Come up with wacky ideas for mechanics and build really ugly prototypes. When you have an ugly piece of unstable software that manages to enthrall its players despite itself THAT'S when you move forward.