i was on a project that i joined at a point where they had spent years in the kind of "preproduction" where you allocate a chunk of time to figure out what you're trying to make by doing a build that you know you'll throw out when you figure out the real goal. then you throw it out and start fresh from a better position.
except they had neither thrown it out nor figured out a design. chunks of it had been thrown out and restarted at random, with no more vision of the final product than they'd had years ago. at all times, they were working on some funding or conf demo milestone that precluded any actual game development; half the time it was a "vertical slice" that was just pretending to be a vertical slice because there was nothing, even on paper or in someone's brain, to be a slice of.
every task i would get was a trap: there's no way to build anything in a way that supports the design when there is no design. you either go out on a limb with a system you've designed, which you get told is wrong even though there is no right, or you do your best to accommodate multiple of whatever options you imagine they might end up wanting and never find out if you succeeded or not because they never commit to any design. when this happens, it's like you didn't do the work at all; nobody has a task to interact with the result of your task so eventually they forget about it and task it to someone else again and now there's three inventory systems. you try to just take ownership of a feature because nobody else has, and get your hand slapped, so you go talk privately to the many designers who have been hired and find out the same thing is happening to them.
this is obvs cartoonishly bad mismanagement but some of these traps are distressingly easy to fall into the second you're not doing strictly-for-free indie development: the second you're working towards "the build" for "the conference" or "the milestone" instead of just chipping away at the game, there's a huge risk you never get back to what you were supposed to be doing. there's always another build