I don't think I can manage that. I'm using Unity and its animation abilities aren't that great. I have the morale mechanic visible but not health as well, which is far from ideal. I'm still looking at a health bar somewhere.
I love designing and ideas, and have millions of them. Too many! A problem here is that you don't know which ideas other people will value most, so it can get difficult to pin down a design or commit. I've other projects I can be doing instead like my presently shelved space shooter - how do you choose between them? If you have a passion than you make it because you want to, and it doesn't matter so much if it isn't popular, but otherwise the stress of trying to guess what Joe Public wants to play can take some of the fun out of design.
Development is, on the other hand, very boring and difficult for me. Don't enjoy it. Sometimes, when problem solving how to do procedural content say, or implementing swappable sprites in Unity, it's satisfying, but the relentless lists of things still to do that grow faster than you can work at them, and the hassles of buggy and poorly documented libraries and services, get very demoralising. You also have 'finished' solutions that end up being buggy and you realise you need a complete rewrite. I picked a tile design to keep the mechanics simple, yet getting tile based movement working took a couple of weeks of head scratching as I wanted players to be able to change direction partway. Still has a rare bug where characters can move onto the same tile. Gah!
Mechanics can work well as a starting point. Back when every man and his dog was creating Flappy Bird clones, I created a similar but not crap balloon puffing game*. The prototype physics of the balloon was done in two hours and were very satisfying. It was then a matter of months to refine it into a polished game (that hasn't been all that well received!). I think LBP started with a simple physics mechanic too, just a physical platformer. That's something Unity et al are good for - trying simple ideas out and seeing what feels good.Unity's support of controllers is very nice, and it's easy to prototype console games or mobile or combos.
* Website if you want to check it out :
http://softwaregeezers.weebly.com/