As a general rule, making games can be bad for morale. That's the danger with creating the games you dream of, and the best advice I can give you is not to create the games you dream of, because you simply won't be able to create them as you imagined them.
On the contrary, creating a game with no expectations is the best way to let yourself be surprised. Many of the games I've created for Trijam are games I don't play myself, or would never have thought of creating. And sometimes it's as if I've stumbled on a good idea, an idea that turns out to be much better than the games I dreamed of :D
And I know what I'm talking about: I've spent years creating games that never saw the light of day because they were too ambitious and idealized on my part (and bad because they had no real gameplay). And even more recently, when I created the game Open the Box for a Trijam, which was a point-and-click game (a genre I'm crazy about), it was the most complicated game jam I've ever created, because I wanted to do things too well, and in the end not only did the result fall short of my expectations, but the creation of this game was also a bad time to spend.
Sorry, I'm spreading myself a bit thin with anecdotes. All this to say that competitiveness and dreams are motivating, but they're also trapping and crushing. So creating small projects with detachment, or telling yourself “I've been going over three hours for a long time now, and it's no big deal!” is a mood that's particularly good for morale, I guarantee!
In any case, I hope you'll be able to get rid of this “my games are trash” thought, which must indeed be quite painful to live with and which, I can assure you having played your game, is anything but true!