I have not crowdfunded not have an extrnal publisher but I work under deadlines in a very similar fashion (since if I fail to make games successfull and on time I will run out of food and I don't like running out of food
).
This pressure definitely improved my games (both speed and quality). If I have unlimited time I end up adding stuff endlessly and rewriting/redesigning things. In the end I have an inconsistent overlycomplicated game that is not fur nor playable. Definitely, I prefer to work under "not enough time" than "too much time"
Contrary to logic it's less stressful in the long run (because you made games fun and people want to play them, even if you haven't included everything you wanted).
Also these sentences rised an alarm in my mind "as a company in an art field" and "the creative pressure". Making games is not art, it's craft (I guess there is a horde of people that completely disagree with that statement :D).