Depends on who you ask and what their standards are. Also depends on how you measure "not sucking". If your measure of "game does not suck" is simply "people thought it was good", then you could distribute your game to an audience of one (your mother, for example), have them praise it, and then claim 100% of your players loved your game.
The way you define "success" and the way others do is likely to be different.
The rules and standards by which you're going to judge a product by need to be set before you can claim anything one way or another.
I know. I can't vouch for the other people but it was the case for Kes and myself (pretty sure also for Warfare, and probably Amaranth too). We exist.
Exceptions simply don't disprove rules. I hate to harp on this, but it's true. Judging by the vast majority of posts on here of the way people even think about the systems they've implemented and the fact that so few have even mitigated the "flaws" with any of the systems they proport to enjoy or want to implement...
I'm more inclined to believe that "the vast majority of people won't design a very good game".
While I haven't played the games of those who are "successful" on these forums, if their games are "good", I'm inclined to believe they're part of an exceptionally small crowd who likely "got lucky", rather than had any true talent or skill at the craft. At least, until I was able to observe otherwise.
It may even be that their definition of "success" and "good game" is different than mine. Or, I have higher standards.
After all, really terrible crap becomes popular all the time. The series "Twilight", for example, is riddled with language and writing issues that make it clear the author never had anything beyond an 8th grade reading comprehension level... yet... wildly popular. Enough to make a series of really bad movies... that were also wildly popular despite how bad they were.
The point is, that people shouldn't "count on" their first games being good, and if they do get praise for them, they probably shouldn't "grow a big head" over it. Because, there are lucky idiots out there too. And when one becomes arrogant over whatever they consider "success", it's difficult to tell who got there by being a lucky idiot and who got there through actual skill, drive, and talent.
Sorry to exist. The world is a bit more varied and chaotic than you would like. It's worth reminding that every path exists, not just the beaten one. Actually, I encourage every dev out there NOT to take the beaten one.
It was a critique on the way they perceive your posts to be. I don't know your posts, so I can't vouch one way or other. Namely, they view you as constantly engaging in "one-up-manship". Whether that's true or not, I have no idea (they seem to be rather upset that you brag about being the exception to the rule and using that status to ruin the fun of others as well as to give advice that would probably only be helpful to a very small minority of people, rather than almost everyone).
What I do have is this one post of yours where you're missing the points entirely, almost comically so. Which, typically speaks to dev traits that wouldn't be very flattering and would probably not typically result in "a good game".
As for encouraging everyone not to take the beaten path. I have mixed feelings about it. On the one hand, it sounds like great and uplifting advice. On the other hand, when it contacts reality, it's really patronizing and little more than a "hopeful platitude" that you'd see a clout chasers post to TikTok, Instagram, or even Facebook.
The beaten path exists for a reason. If you do not know why it exists and the value in that beaten path, then you will fail when you try to forge your own path. Likewise, some people just lack the talent and intelligence to do anything beyond what is on the beaten path. They lack the ability to even do "the beaten path" very well. Not everyone can be a successful game dev. Not everyone can even make a good game. Not everyone is going to write a good game story, or have amazing mechanics. Some people can do little more than imitate the successful and not even do that very well. Some people can see the universe in a grain of sand and transcribe it perfectly in video game format. There are all kinds.
I encourage devs to find their limits, attempt to push those limits, and to know when to give up or know when something is utterly beyond them. Sometimes, the ability to know "when to quit" is a valuable one. It's as valuable as knowing when to keep pushing on and learning more.