you should not be a 10x engineer or whatever, you should be focusing on the vision and ideas and emotions that make your project interesting and beautiful and touching. some of the greatest indie games of all time have absolutely nightmarish codebases because the creator was rightly focused on the player experience
if it shipped, it works
And really - unless you work in a big team and can afford a departure the from the actual work, you should consider whether you really need something to be done in the fastest/most elegant way possible.
Even if the solution is a bit of a hack, you can always come back to it later if that ever becomes an issue.
And indie games are often small enough that "come back to it later" becomes "keep this in mind for the sequel" if the game is well-received.
Once finely put into words by a friend, "While you're optimizing your Entity Component System, folks are shipping their third GameMaker game".
but consider: for some of us, optimizing the code is the fun part and actually shipping something is secondary [looks at pile of homemade software tools that i programmed in hopes that i would someday use them to make games]
