also: remember that you *can't* port it to mac even with studio unless you own a mac and a software license for that mac (which costs 99$). that's a big drawback
I don't have a mac but I have lots of access to them.And I did do an indie-gogo campaign that earned me $750 over two years.
I still have some of this saved up for just that purchase.
Well, you probably know about the Allegory of the Cave - the perfect form of your game only exists in your head, and what you can create will always just be a shadow on the Cave wall.
I actually wrote an extensive paper on Plato's Allegory of the Cave and compared it to Galaxy Quest for Art Humanities. 
This makes a lot of sense actually, it's like how an experience curve works in RPGs.

It's as if after so long of looking at something you begin staring at this huge grey wall.
And you can't see the flaws, and so you spend so much time just looking for what you should even be working on.
And this reflecting on what to even work on takes time.
Then you need the time to actually work on what you've reflected on and then time to reflect on what you have made.
I can certainly say without a doubt that this game is obviously over ambitious for me to even take on by myself.

I have people willing to offer help but my problem is I'm so unorganized and unstructured in my game design process that it's kind of just a trial and error approach. So I don't even know where I would put them to work.
As for living within my means, this is something I need to do.
But I can't find myself working with my hands if it isn't creatively productive or like mentally interesting.
I get that in the reality of things it's what a grown up does, but I've worked jobs - I'm sick of jobs. I just quit my job three weeks ago and opened up a Gallery for the week on the main avenue of my city.
So I'm focused and becoming more proficiently directed towards making a living as an artist and still being able to do what I love with the time I have to work on it.












