Thanks for the compliment.
I don't do it for several reasons.
Most gamedevs earn very little. My game is not better than theirs nor more interesting (as you can see by the lack of activity on this thread, very few people are interested).
So in the end I'd risk turning a fun hobby into "paid work", with all the obligations that this implies, for probably less than $50-100/month.
What's more, I'm working on the game in my spare time, and as it's a complex project, the development time is far too long, as is the time between updates.
I think people would end up accusing me of "milking" the supporters by deliberately slowing down the development of the game, when it's just that it's taking a long time.
Finally, my aim with this project is above all to learn things. Creating a game is one way of achieving this, but it's not my main goal (even though I really enjoy it).
In concrete terms, this means that I'm deliberately choosing to concentrate on what I don't already know (to learn things) rather than concentrating on my existing skills (to go faster), which makes development times even longer.
If I were to create a patreon I'd have to change my goal and concentrate on creating the game, or I'd have to be very clear in my communication, warning supporters that I'm deliberately taking detours to learn things.
That's why I'm not considering a patreon at the moment.