Minecraft was an underrepresented genre, released early, with an (accidentally) excellent marketing technique. Above all, the code is an atrocious, unoptimized Java pile of crap (Yeah, I used to be into Minecraft dev in the early days).
It's the best proof you can give that "making a game [...] is far more of a creative endeavor than anything to do with programming".
Yet another proof would be surprising number of very games made in tools like GameMaker - think Nuclear Throne, or Cook Serve Delicious. I actually took a peek at the sources of the latter (they were distributed with some Humble Bundle once), and it's... reinforcing this point.
I always advise indies to attend local meetups from game design schools, to learn about what actually matters when making a game.
OPs game looks dated, weird and reminds me of about 30 games I have in my library already.
Terraria seems closest to what he has done, but Terraria is so, so much fun and I've yet to finish it.
It's tough to break into the 2D platform market.
It's almost nostalgic, but nothing I'd buy to be honest.
I think the reason Minecraft was successful was first and foremost because of its concept. Looking at the author's game is seems pretty obviously like a Super Metroid clone (at least judging from a video, the level design looks like reskinned Super Metroid levels and many of the powers and enemies are extremely reminiscent of Metroid). I really like Metroidvanias but as far as I'm concerned it's really the art style that kills it, I'm really not fond of this pseudo-realistic tile work.