Heh, I was daydreaming about making a 2D character action game like this once: write full code in my spare time, make it work with stickman animations and beeps for sound, release a proof of concept working demo and run a kickstarter to fund proper audiovisuals (and most likely just hire people that can make those properly). I'm a programmer so I guess I could say I would be able to do it on a purely theoretical level, given enough time, but I never worked on games outside of some little projects I messed around with for fun. But I can immediately see a ton of pitfalls with a character action game (getting cancelling just right, managing performance and responsiveness of the controls, designing architecture that allowed me to fine-tune every little detail in a working prototype etc.), and I dread to think of the pitfalls that must be out there that I can't yet see.