Until recently, the first barrier was technical: years learning to code before seeing anything move on screen. The tools of today have taken down a good part of it. Now a person with a good idea can have something playable in weeks.
What is still hard is the rest of the way. Picking a game you can actually finish. Cutting what does not fit. Showing it early without feeling embarrassed. Getting someone to find your game among the hundreds that arrive on Steam every week. Deciding where to publish and how to charge. That is where most projects stall, and that is what the course focuses on.
We are walking this path right now, in public: in 5 weeks, we took 2 games from the page to playable versions. The course grows out of what works here, tested on our own games.