>>713098557I've had similar thoughts. Just make what you like. If you like it, others will too. As long as you and a chunk of people enjoy the product, you succeeded. Sure it would be nice to make decent money off it, but try not to think about that too much. I'm also in a similar situation of not putting in enough effort, but I'm slowly pushing through and will hopefully ramp up.
Don't think about everything that the game needs. Just start on it. I'm planning on doing all the coding, 3D models, and animations myself. Would likely outsource sounds and music later as needed. If you can make a good enough base product, you may even get interested parties on board later down the road that may enjoy working on it with you for a share of the profit. Develop a nice product with good game flow and think about making it look and sound good later. Once you arrive at that point, you'll have a lot less work to do and can focus solely on everything else outside the gameplay. You will not know if it doesn't work out if you don'point.
Sure, you may have to make compromises at some point in development. It happens even with bigger studios. You may have to lower your visual aesthetics. Focus more on asset packs. As long as the game is fun, looks visually clean, and is appealing enough to look at and play, you will find an audience no matter how niche that may be. Be proud of the work you put in and enjoy the ride.