Yes you are absolutely right... The fun of a game is mostly because of its mechanics! I would advise people who think they can't draw to use premade pallettes and also go with low res pixel art restrictions! For example with the Nokia 3310 Jam rules!
Caveat: Don't underestimate low res pixel art. Say 8 by 8 or 16 by 16. It takes an immense amount of experience in Pixel Art to make assets that low resolution look really good by nature of needing to understand the fundamentals of higher res pixel art to know how to reduce de jure detail but not losing de facto fidelity and readability. That goes with a shitton of pixel art by the way, its by far one of the more stringent and time consuming art styles, especially when you get to the point of animation. Always gotta remember: Pixel Art really shines because EVERY. SINGLE. PIXEL. is very deliberately placed. A far better style would be one of the more abstract, reductive styles that are not as deliberate on a microcosmic level as pixel art is. F.e. just using vector graphics to represent stuff. Stickmen for characters. Animation via tweening. FAR less of a hurdle artistically and A LOT more productive when it comes to learning. Heck, animating a simple stick figure is probably one of the best ways to learn about the golden rules of animation. It's very in your face with its results, allowing to pick up good and bad aspects of ones own work far quicker, allowing easier adjustment due to less visual noise occluding problems and thus allowing far more rapid iterations.
Im trying to make a space flight sim in godot, but i cant figure out how to get a "no mans sky" type landing system, where u just fly down to the surface of a planet from space. Any tips? Could u make a video on it?