The market size of gamers with almost no money is endless.
What I didn't like is that they stuck around my steam library. What I wanted was to throw some quarters at a short-lived arcade experience. I didn't want my library polluted with shovelware.
You want a lot of people to buy the game quickly at launch. The best way to do that is building up wishlists prelaunch. That has organic second order effects that are helpful, but there are other ways to get lots of sales at launch...
https://www.forbes.com/sites/siladityaray/2020/12/04/report-...
But the answer is use an engine.
I used to both buy the rights and lease the rights to tons of small games though and then release them on steam. They were all made in an engine(unity, rpgmaker, xna, etc)
It is never faster to rebuild the wheel.
If you are ready to hustle for marketing your game I disagree.
I have launched more small and medium games on Steam than most people, and if you are using the right strategy for the game you're launching you can make decent revenue even if the game sucks.
for example: https://store.steampowered.com/app/96100/Defy_Gravity_Extend...