Reading this makes me sad. The world is a harsh place where justice does not exist, but at the same time thinking based on scarcity rather than abundance is just as dangerous as sharing all of your game designs directly with Zynga.
What are your goals? To make more money? To isolate yourself? Or make really good games? I can't really tell.
Lesson 1: I think you can still build your worlds, characters, and show them to people early on. You don't have to show your game, but show the stuff built on top of the game. Unless you are only interested in building core gameplay and nothing else. If that is the case then you are missing out on the biggest thing which can give you distinction. Everything is a remix ( http://www.everythingisaremix.info/watch-the-series/
), and all gameplay is similar (we are all building on the shoulders of giants), all good design is universal, and we will continue to converge on the best ideas. Being constantly in fear does not help you or others.
Lesson 2: This is sad too, and I don't see the point. You only need to fear if you believe you cannot make a better game. People playing bad clones without the same gameplay, same polish, same obvious love are not playing your better game, but that does not make it impossible for them to find your game, and if they are a true fan of that kind of gameplay they will become true fans of the better game when they find it - yours. Minecraft is a clone of Infiniminer - its origin story is exactly that of a basic copy even though now it is much more, and yet most block games are now called Minecraft clones. With Triple Town, I've seen many games with mechanics of "combine alike objects to create higher level objects" accused of being TT clones all the while being older games - so there is extra toxicity created although even if it were not intention it sometimes cannot be avoided. Clones don't matter if they are not better games, they only act as additional funnels to your better games by expanding the audience for those kinds of games. The markets we work within are not finite. They are constantly growing. Many niche genres of the past are now mainstream. Many niches now will become mainstream later. And the reverse will happen too.
Lesson 3: This is important - being cross platform, but not waiting until you have a fully 100% polished ready to go hit to do cross platform. I wish you would let go of fear here also. This thinking is fear based scarcity talking again. It does not matter when your game is live on a platform as much as people think. Many "good" games with years behind them go fully unnoticed when launched. When it is good it will have the best chance of gaining players, it's never a guarantee, but still it happens more often than games made by smaller devs becoming instant hits on launch. History shows this over and over. Games go live, a dev continues to iterate, and a year later after many updates suddenly the game seems to become popular. Are you going after hit based games or niches? If niches then the way you take 3 goes directly against your potential for success. Even if you were going after hits - you can never know for sure, so you add on extra risk while constraining yourself from extra opportunity. It's lose lose for you.
Lesson 4: This is important. The True Fans out there will show the positive traits you described. The greater masses won't. The reasons are purely selfish, but that's OK. Even True Fans have selfish motivations - they do want what you make, but they realize that it is more useful to be positive than negative. The ragers are actively selfish as well. They see more things as threats to what they already like, so they attack them. This also goes along with complaining about pirates which many devs do too, and is just as useless. It is better to understand the reality than fear because there is unknown. Pirates can be converted to paying customers by being allowed to become True Fans by you. If a dev is overly toxic, poisonous, and full of fear then they can prevent that from happening. Annoying DRM is a case which makes pirates less likely to convert to True Fans. There are other possible reasons beyond that too which are more worth guarding against. Ultimately your True Fans are the most important part of your business.
Lesson 5: Also important, but I think you can take it a step further. Along with Lesson 1, worlds, characters, themes, art style, and pure love poured into your games shows through and is not easily copied if not impossible to copy. Where are the successful clones of Studio Ghibli films? There are no functional blocks in place to prevent people from making copies. And yet they are that full of wonder that no one could even attempt it, so why not go in that direction instead of trying to isolate yourself more. I like your games, but I don't see the point in allowing yourself to continue to hurt from fear. I wish you well and hope you can ease some of your suffering which seems to be showing through. Life is short.