Can you afford to make, market and localize your game without financial help?
Again going from my experiences with the sisters, I would say financial help could be the easiest for an indie to raise on their own—friends, family, maybe an angel investor, then followed by reinvesting revenue. Marketing is the big gorilla, very few devs have mkt skills or knowledge kept up-to-date in a very dynamic marketplace.
As you say, getting product on shelf isn't a problem these days. But that's got a major downside, in that a million other devs can also do it these days. Iow, barrier to entry is low.
Today's major issue is 'discoverability'. How are potential customers going to hear/see your product when it's launched alongside anywhere between dozens [games] and thousands [books] that DAY? That's where pubs earn their oats these days.