Iterative development. Or “How I will end up Hating Myself.”
My development approach: Iterative, in the sense of always having a “complete” game as I develop it, not as in agile development, SCRUM, Kanban, etc. So, for instance, even if I don’t have a demo-screen that is feature complete or an inventory system that doesn’t cause people to tear their hair out and throw their feces at strangers (and possibly loved ones too,) I will still have those things in the game if they are in my original conception and if I plan on having them there, in a more refined form, later.
That might mean static graphics for some things or barely running code for others, but the idea is to have a complete… err… experience… come the deadline. I find this way of developing tremendously helpful in general. Too many applications, in my opinion, games or not, feel unfinished or end up missing out on UI/UX opportunities because the developers got caught up in something that seemed like the most important thing at the time, but wasn’t.