Experience doesn't exempt you from the fundamental realities of creative work being unpredictable.

Experience tends to make you better at dealing with "failure", maybe better at recognizing it - but it doesn't mean you can avoid it. "Failure" is an important part of the work in any creative work.
Reposted from Maddy
Counterpoint: we were less experienced when we made Celeste and especially TowerFall and those went great

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