Firstly, I didn't mean any offense to my team of coworkers, I'm a pretty big geek myself and quite proud. Also, being critical isn't a bad thing in my scenario - just the opposite I find criticism as a refreshingly fresh perspective, which is why I'm here on the forums.
I'm aware of dropped XNA support, but I've a lot of time invested and intend to continue, and as you said it targets PC as well. I've been toying with the idea of MonoGame Windows8 port - the game marketplace isn't terribly crowded yet and there's some pretty powerful gaming tablets coming out that could probably run my game. Also the rumor is that the new XBox dev suite is built on the Windows 8 stack, and I suspect I'll have some options available to port my game there (indie marketplace or not). Frankly, I wouldn't count out Microsoft doing something else similar to indie games for the next-gen XBox - it's in their best interest to keep even indie developers excited about developing for their platforms (especially Windows 8) and what better way to get folks excited to develop on the windows 8 stack than to allow for an easy port to XBox. That's just speculation, but Microsoft is no stranger to releasing free tools for indies to get developers excited about their dev stack (BizSpark program, WebMatrix, Visual Studio Express, XNA). In any case, I'm waiting for more information on the next gen XBox development tools before I make a move away from XNA. This is pretty off-topic, though :-).
I have been noticing the accelerating development effects of the reutilization of game assets, that's a very astute point. However, I also find that I regularly backtrack to enhance my earlier work and expansion still does require large time investments; for example after about 30 to 40 minutes of gameplay I'm starting to need a drastic change of scenery (e.g. planet surface level) to bring my game to the next level. That'll be a large time investment that'll buy me maybe another 30 or 40 minutes before another major change of scenery is needed.
I appreciate the tough love, but to be clear I was thinking a 1-2 hour singleplayer campaign, not 40 minutes (which is what I have now). Also there's some pretty cool multiplayer modes, and the game has had very positive reactions from everybody that's played it so far. Still I appreciate the point that $5 is too much to ask for a short game. In fact I'm now seriously doubting the idea of a short game, seems as though reactions are mostly negative for that format (though stormynature did defend it some).
As far as whether I have it in me: game development has been my favorite hobby for a very long time, and my work doesn't disappoint. In fact I've edited out large portions of my game, removed weapons, enemies, etc. because not everything's up to my standards. Let's just hope I can find the time to finish it in our lifetimes