The hardest part of making a game is cutting features. Everyone wants to add. Few know when to stop.
CREATIVITY
CREATIVITY
Adding feels like progress, which is why it is so hard to stop. Each new feature arrives with its own excitement and its own hidden cost in bugs, balance and time, and those costs only show up later. Knowing when to stop is a judgement about the whole rather than the parts. A smaller thing that works beats a larger thing that almost does.
Write down everything you want your project to include, then mark the three that make it recognisably itself. Build only those until they feel good. Keep the rest on the list, where they are free.
Where is adding more easier for you than stopping?
Free, with nothing to buy inside it.