When you don't understand something, Google it.
Making the best possible version of
your game, is always better than making a mediocre version of an existing game.
Figure out what you like. Play lots of games in that niche. Get inspired. Imagine something even better than what's already out there.
Learn as much as you can about your game engine, your art pipeline, and your niche.
Learn as much as you can about writing and storytelling. (They
are different skills.) Come up with your story, then write your first draft, or at least a loose design document with main routes, events and emotional beats.
Learn as much as you can about Art, in general. Concept, Form, Color, Line, Shape, Anatomy, Lighting, Composition, Framing, all that good stuff. The book Understanding Comics is an excellent primer on visual sequential storytelling. If you're animating, you'll also want to know about the 12 Principles of Animation.
Learn as much as you can about game design, in general, as an abstract concept. Many of the fundamentals can be applied to pretty much any genre of game. (Design Pillars, Mechanics/Aesthetics/Dynamics, pipelines and workflows, discovery, marketing, the list goes on and on.)
When you're ready to release the first build of your game, double-check the terms of service for whatever distribution platform(s) you're using. Even if you're not trying to make money, losing your account wastes your time. You should have a pretty good idea where your niche has a home online and what you can and can't get away with, based on what other developers have released in the past, but it doesn't hurt to read the fine print. Especially since the fine print suddenly changes, sometimes.
Tune out the haters, as others have already said. Genre-dissing is a stand-in for culture wars, which makes it a stand-in for politics. You don't want to get any of that shit on you.
But if you find someone who frequently posts good constructive criticism, interact with them as much as you can. Invite them to beta-test your game. End-users who know what they're talking about are a rare and precious commodity. Nurture them.
That said, always take what your players say with a grain of salt. They know what they didn't like. Their guess as to
why they didn't like it or
how to fix it is probably wrong, albiet well-intentioned. So, thank them for their interest, promise nothing, then log off and think critically about each point they made. Do research. Experiment. Test. Form your own solutions and see if they work.
Iterate. Make changes, test them in-house, then release the patch and see if it worked.
Polish
last. Then get more feedback on whether it worked or not.
Finish. Tell the shit out of the story you set out to tell, back in your design draft. Tie off all the loose ends, drop a few callbacks to memorable moments and important player decisions, bring everything to an emotionally satisfying conclusion, and call it a day. (Gravity Falls is the single best example I have ever seen on How to End a Thing. LOST is the worst.)
Start planning your next game.
Good luck.