maybe i need to go back to stage 0, and make a game which is non-profit and takes about 1hr to make.. which is ultimately a really crap game, but at least i will have finished something, and hopefully it can be something kind of original.
Try this, or something like it, a similar experiment has served me very well.
About a year ago I made a game called Bridgerunner, which, let's be honest, was never destined to be a commercial hit. Instead of focusing on things like making fun gameplay, I spent hours writing quality dialog (depending on your definition of "quality") for the game's characters. The end product is a satire of how I see games today taking out real gameplay and replacing it with what is essentially moving from point A to B (WoW) or any other kind of psuedo-gameplay. I released the game on Nonoba.com, which is a flash site that will allow you to upload games on it for free, then sat back and watched as the internet slowly recoiled in horror.
To my surprise, about half the people who played it actually got it, which was pretty high, considering. The other half though threw such scarring comments at me as from which I shall never recover. Things like, "LOL THIS SUCKKS!" and "DID YOU TRY TO MAKE THE WORSE GAME BECUZ I CUD MAKE A HUNDERD GAMES BETTER THEN THIS!" Those are almost exact quotes mind you (I have, however, lost most of the original comments, but I assure you they were similarly wonderful).
My point is, make something you'll enjoy making and that everyone will hate. Don't put just a single hour in it, put in ten hours, put in ten hundred, pour your soul into the game. When the internet craps all over it, you'll realize that, really, it's just a bunch of misspelled words in caps lock, and as The Bard would say, "full of sound and fury, signifying nothing."
Perhaps the best cure for fear of failure is to fail completely.