What I will say is that there is this constant low-level tension between indie game developers and players, at least in the realm of larger indie games for whom development is not merely a hobby, but an actual job. Because these indie game developers can't pay the bills. And the reason they can't pay the bills is because the price standard for indie games is so low. Incredibly expansive indie games sell for $20, if that; an indie game being priced higher than $30 is damn near unheard of. Unless your indie game gets Undertale or Stardew Valley or at least Slay the Princess level popular, this will more than likely not even cover production costs, let alone your bills.
So indie game devs are often, for very understandable reasons, bitter about the indie game price standard, feeling like their work is undervalued and their audience entitled. They get that people are poor, but so are they! Do they not deserve to make a living? Is their art not worth as much as an AAA game people are willing to cough up $70 for? And now people claim the price is too high and pirate their game? Audiences need to accept that prices will raise and that this isn't greed, but an accurate reflection of the work required to make a game!
But the price increases that would be necessary to make indie game development truly profitable would cause video games to become a luxury product. This is already the case with those $70+ AAA games, which the vast majority of the world cannot, in fact, afford. It is also the case with many forms of freelance art, most prominently textile art, which has been pretty much wholly replaced by mass-produced items made under incredibly unethical circumstances. The few people able to make a living off of textile arts are the exception, not the rule. This is the case in all indie art spheres, be it music, writing, drawing, sculpting, whatever.
The reason big game companies get away with constantly raising already hilariously expensive prices is that these are well-established companies that have created franchises that are now much beloved cultural touchstones all over the world, but especially and importantly in the imperial core. Because the imperial core is the place where even poor people might be able to find the money for the occassional $70 treat. If the new Legend of Zelda is $70+ these people might grumble and complain about corporate greed, but people will still be pre-ordering it because, well, it's the new Zelda! How could they not? Ocarina of Time was their childhood!
Large numbers of people, especially those from outside the imperial core, can and do pirate these games or simply can't afford to play them. But the number of people willing and affluent enough to buy these games (even if it really hurts their wallet) is big enough that these companies will still make a profit. And if they don't, these companies are so large they can usually afford to take the hit. If the new Mario Kart flops at release due to its high price tag, Nintendo can simply reduce the price a bit and probably sell enough games to make a profit anyway. Indie game developers do not have this luxury.
So on the one hand, you have consumers whose wallets are already stretched at best, who do not want indie games to raise their prices too, because a standard price of $40-50 a game is more than they can afford. On the other hand you have indie game devs who want their job to be profitable or at least liveable. Neither of these camps are in the wrong. The ever-increasing price tag on being alive makes leisure and engagement in art (not just video games) increasingly difficult, and wanting to be able to keep doing so, by lower prices or piracy, is completely fair. On the other hand, indie dev's desire to be able to live off of their art is equally fair. But these two different needs are in direct conflict, and in the current economy, I do not believe it is possible to resolve that.
TL;DR Capitalism must fall.