I can't say I have much trouble developing the game, its biggest challenges is tweaking the physics, which is an ongoing process, and developing the 'AI' of the opponents so that races are challenging and fun. it's just that I need time to balance the gameplay, purchase more art content, designing the levels and generally polishing.
I'm unsure what I'm going to do when I finish it. Technically wise, I think the graphics have reached a point which is close to 'ok' for a game made by one person...OTOH the bar today is raised quite high and frankly even in the indie scene there are high demands. I don't think I would had much luck asking money for this game on PC, on the contrary it is more likely that if I released it as freeware at least some people would play it. It's a start. On a brighter note though, there are some plans of porting it to Android and iOS. Those platforms are a different story altogether, I think the graphics and the style of the game could justify putting a price on it.
One of the challenges with this plan is giving the incentive for someone that has the free PC version to buy the priced mobile version, and vice versa. I think having a fast-paced action racing game like that in a mobile device is an incentive in itself, as its mostly comprised of self-contained quick races/challenges that last, say, 3 or 4 minutes. You could play some rounds when in the bus or waiting in line in the bank, put it down and continue later. For the PC, a nice bonus would be to release the editor with the game, and allow players to create their own tracks. It would be an undertaking to make the editor really useable for the everyday gamer with the creative edge, but it's worth the try I think.
Lastly, I'm thinking about multiplayer. It could probably make a big difference, especially if I manage to achieve seamless multiplayer between Android/iOS/PC platforms.
That is all for today folks, as always, comments are welcome and appreciated