Quick answer: Some way to prioritize is essential, but a simple impact-versus-effort judgment beats a heavy framework for most teams; the hard part is having the data to judge impact, especially for bugs.
A prioritization framework helps you decide what to do next, but simple beats elaborate. Here is whether you need one.
The Real Need: A Way to Prioritize
You do need a way to prioritize, because you always have more to do than time to do it, and without prioritization you work on whatever is in front of you rather than what matters most. But the need is for prioritization, not necessarily a formal named framework, a simple, consistent way to decide what comes first.
Bugnet supports prioritization where it is hardest, bugs and crashes, by ranking them by impact, so the technical part of your priorities (which issues to fix first) is grounded in how many players each affects, giving you the data prioritization depends on.
Simple Beats Elaborate
For most indie teams, a simple impact-versus-effort judgment beats an elaborate framework: do the high-impact, low-effort things first, weigh high-impact-high-effort against the rest, and skip low-impact work. Heavy formal frameworks add overhead without much benefit at indie scale, so keep it light and consistent.
Bugnet fits the simple approach: it gives you the impact half of impact-versus-effort for your bugs (how many players each affects), so you can quickly judge which fixes are high-impact and prioritize them, without needing an elaborate scoring system to know what matters.
The Hard Part: Knowing Impact
The hard part of prioritization is not the framework, it is having the data to judge impact. Effort you can estimate, but impact, how much a given fix or feature actually matters, is often a guess, especially for bugs, where you cannot tell from a single report how many players an issue affects.
Bugnet solves the hard part for technical work: it measures the impact of crashes and bugs (affected players, frequency, per version), so instead of guessing which issues matter, you know, turning the impact side of prioritization from a guess into data and making your priorities accurate.
Some way to prioritize is essential, but a simple impact-versus-effort judgment beats a heavy framework; the hard part is the data to judge impact, which Bugnet provides for bugs by ranking them by affected players.