Lol. Most common huge mistake in game development that we can see in adult games here is daily structure. This is a cause of many issues (some days became overfilled with content and devs unable to finish them in time) & unnatural stories (look in any book/story - almost all of them never have Day1,Day2,... structure). Such structure is made for a company with pre-written scenario not for "free devs".
So you're saying that if you're training and unable to run a distance in time - you should abandon timer and walk slowly?
Yean, it's most easy "solution", but in such way you will learn nothing. Instead you should pick ANOTHER timer, one that really close to your current capabilities and try for it.
If artist unable to keep chosen pace - he should rethink his pace and not give up and relax. Use event-based game structure with some fillers & elements of RPG and plan to do realistic (for you) amount of events. Planning & understanding your own capabilities are a very good skill that will help a lot in your life & main work too. Plus if you're using something finished like Ren'Py engine than it's really easy to determine how much time you will need for one or another scene as you will never (almost) run into issues with surprisingly difficult task (that common in pure coding or other works).
Yes, I'm speaking about road that lead from amateur to professional, while that Philly advice were one that will keep your skills on hobby level.
No, you can pick something other then monthly release plan
. But as dev you
should stick to chosen plan - monthly, once per two months and so on if you want to progress as dev.