If you are not working alone you can ask your marketing people for help, sometimes it is worth waiting for a big bang release, sometimes not (For some things if you miss Christmas you should delay until next Christmas). I recommend you err on the side of release too soon - customers are the ultimate answer, if their feedback on what is important is useful to have (but their feedback is not always correct!)
https://www.factorio.com/blog/post/fff-184
Then they just kept releasing every week for 7 years, and now you have people building CPUs and explaining Apache Kafka with it.
Ostriv is another recent game that comes to mind as having a similar development cycle. Also many F2P MMOs - most of the non-Blizzard online games I know do regular releases that frequently change the game mechanics (often, to a big player uproar) but still keep their userbase. Fortnight and Pokemon Go are two big ones here.
Different industries, different problems, different solutions = different definitions of what an MVP will and can be.
Most of this entire discussion is useless.
You can even make it so that players can't reach the end of level 1 before you've completed level 2 :)
Does that mean you should rush? Obviously not. Does that mean having an eye for detail is bad? No, not at all.
But it does mean you should try to finish your projects at some point. Something that never gets released at all is pretty much useless, and it's probably better to get your products while you're alive rather than have them released posthumously by your estate.
It's also probably worth pointing out that a creator will likely never be as happy with their work as a customer will. After all, you created it, you've got nothing to be surprised by. So right off the bat, some of the 'magic' found in experiencing a piece of fiction/work of art for the first time is immediately gone.
You're also quite likely to see all the flaws, all the things you could have done better, all the possibilities that didn't pan out yet, etc and feel disappointed compared to some ideal you had in your mind.