True. But at the same time? Why would you go to Gamescomm/cons? Those are expensive to put yourself out there as a starting indie developer. E-mail the journalists' departments and see if they'll report on your game that way?
Because people assume that's what you have to do to get noticed.
Shrug, I went to Indiecade last year and the only games I can remember the names of off the top of my head are Abzu (had an ex TGC employee attached), Salt and Sanctuary (Ska studios has been around for awhile and has a proven track record), Maniac Mansion (which really?), Moon Hunters (got funded through the Square Enix Collective) and Butt Sniffin Pugs (honestly the name and the controller alone make this one memorable). And there was one interesting isometric puzzle game with kind of a mid 90s PC pixel art vibe that was sort of cool. And all of those besides Maniac Mansion I had seen at like two or three other fests and through other things online.
If you read enough Gamasutra post mortems of people's fail Indie ideas the things that usually stand out as reasons for failure:
1. Bit off more than they could chew for a first project
2. Under estimated just how niche their audience is/was
3. Had zero idea how to properly do marketing/journalist outreach
I empathize with people chasing their dreams, but experience has also taught me how to do research before picking a project.