oooh this is something i think about and relate to a lot! i've been interested in making games for a long time, but only recently started trying to make them. i've put a few games and game-like things out into the world now, and they're all very tiny!
one piece of writing that changed the way i think about creating games is
How To Make Good Small Games.
You don’t have to lock yourself in a gamedev bunker and make your prescribed “first dozen games that are going to SUCK” so you can get to your pixel art metroidvania. By adjusting your perspective, you can start making games you’re happy with right now. Find the tool that feels right to you. Spend an evening fiddling with it. Make something happen on the screen that you like, that sparks a tiny fire in your chest. Then think about what a small game built around that spark might look like.
it's helped me a lot with the feeling of anxiety around game scale that you're describing. i usually reread the whole thing when starting a new project, and again whenever i feel myself getting stuck.
coding gameplay and UI systems, UI design, audio and music design, character and object assets, shaders, environment design. Frikken everything,
it's overwhelming to make every part of a game from scratch! i've felt more comfortable working with engines that are intentionally limited (like
bitsy and
decker) than godot, a huge blank canvas where anything is possible.
my one godot project only got made because i relied heavily on existing work by other people! most of the assets were from quake II mods on the internet archive, the character controller and menu were from the
godot open adventure template, audio was from old screensaver software (also from the internet archive), etc. focus on the parts of gamemaking that are most personally exciting for you to make, and see if there are existing solutions for the parts that are less fun for you. browse the
godot asset library and
free 3D assets on itch. maybe find a collaborator who enjoys doing the things that overwhelm you (this is advice i've never followed myself, haha, but it is an option!)
the other thing that has helped me release tiny games instead of making them into bigger and bigger projects is participating in game jams! when your project is threatening to grow legs, it can be easier to say "no! i don't have time for that!" when there's a deadline. the godot game i linked in the last paragraph was for a week-long jam, and if you're interested, i took
daily notes where i wrote down (almost) every step i took to make the game, plus my thoughts throughout the week. outside of the technical stuff, it was a lot of asking myself "what does
done look like?" "what are the most important things to add before the deadline?" and similar questions about scope. there are things i definitely would have added if i had more skill or more time, but i'm still happy that i have something "done" enough to put out there, even if just to serve as a marker of my progress. i'm sure that things will get easier with practice. :)