A couple pieces of the article did bother me though:
I think all the planning you did helped you stay on course, but I also think it is important to constantly question your game and take time where needed to make sure it is fun. Creating a game that is fun is not usually an easy and quick task.
"Users never like what you like" - I beg to differ. While it is important to make sure that you are not the only one that likes the game (if you want it to sell), most indie game developers focus on making something they love. This concept has lead to an amazing revolution of really original and amazing indie titles.
My favorite is still the game about driving a car as a bear. You used the mouse to move a bear's arm to either push the gas or turn the steering wheel. You were trying to find fish to eat and prepare for the winter before you found a cave to hibernate in. It really felt like you were a bear trying to drive a car.
EDIT: Oh hey! Looky thar, I found a repository I made that has all of the games: https://3hgdc.codeplex.com/
They picked it due to it being zany. I had no idea that it was made in 3 hours.
As for time constrained game challenges, the Klik of the Month Klub[1] gives 2 hours and 0 Hour Jam[2] gives participants just 1.
I did KotM a while back and was pretty surprised at how much I managed to get done. [3]
[0] http://forums.tigsource.com/index.php?topic=4964.0 [1] http://www.glorioustrainwrecks.com/node/44 [2] http://0hgame.eu [3] http://joeba.in/klik53/
[0] http://www.ludumdare.com/compo/ [1] http://www.youtube.com/watch?v=L8V202sUbBY
I don't know if that app was always free, but with 30,000 free downloads I would be surprised if it could sell 100 copies at $0.99.
Users also don't know what they like and they don't know what, when and how to do at all.