Originally Posted by
YourMaster
To be honest, I think that's the most important question a small team should ask itself, and at the very beginning. Having a clear focus and a realistic scope is not 'compromising quality', but necessary to deliver quality. With 4 people you can't do the same as with 200 people, and if you try to do so you will fall short and end up delivering 'the same but worse'.
Now DK is a relatively simple game, but still not to be underestimated. Take some inspiration from other successful indie games - doesn't matter what genre - and compare what they did differently to EA or Activision games in the same genre to still be successful, to deliver high quality in a smaller scope.
At the very least, try to do a breakdown on everything you need to develop, and make your best estimate on how much time it would cost to build. Now look at the items on your long list and see where you've got to spend a lot of time, and really reconsider needed to do so. For your thought experiment just assume you won't do it, but what could you do with 10% or 30% of the time instead that would still be fun.
And prototype of course, try to quickly have a game up and running, as barebones as possible, that is enjoyable to play. That should be first, and than focus on investing more in the aspects that are fun.