Sorry to hear about it...just looking at this from a coaching perspective:
It seems like you are able to write comfortably, or at least at some length, using the emotional-outlay approach. Like--"this sucks, that sucks, here's why..., also I hate things because," and so on.
So let me just say--that's awesome. As a coach this lights my buttons up in ways your typical info-person will probably never understand.
The activity itself might feel whiny or focused on negatives, but a lot of people are really blocked from reaching higher goals and, suspiciously, they can't let themselves go there. Finally they do in some cases, and it always seems to work well. Human progress, and perception of progress, seems directly related to emotional outlay, even if not outright sobbing or cheering or whatever.
So, if possible, and if writing this even felt like a little bit of progress to you, I would keep doing it frequently.
Back when I was trying to overcome severe, chronic depression and anxiety myself, years ago, I kept a "life change" journal. Is life better today? If not, what will I do tomorrow? That sort of thing. Even writing "this sucks, I hate it" was often enough to be helpful.
In the meantime this might sound strange but IMO the way you write makes the game project stand out as a high emotional risk. So for now I think that in your shoes I'd personally treat the game as mainly a metaphorical interest, like a signal from the shadow: Find the joy in life again. And that's a major accountability project which ought to speak directly to your goals, but which is wide open.
Still, specifically related to game dev: I know some people who have walked a similar path in some ways. They were dying to make a game.
So--looking at the way you write, here's a method that I observed working well for people like that, which I'd probably assign to you:
1) Provide programming tutoring to someone you know, but really aren't too concerned about impressing 2) Give little assignments here and there 3) Slowly make coding a small game into a main assignment for them 4) Repeat a few times if possible.
What this does is keep you in the "I know how to do this" box (you're ready to teach people in lots of ways), with a light-touch treatment for the "but still, I haven't really done it before" (game dev) box.
And before long you will have done it, as a de facto compact with another person.
Just an idea.
I'm always glad to see a post by a Seinfeld fan. Good luck to you.
“Frolf: Frisbee golf, Jerry. Golf with a Frisbee. This is gonna be my time. Time to taste the fruits and let the juices drip down my chin. I proclaim this: The Summer of George!”
— George Costanza