Jan Willem (of Vlambeer), who hates the phrase "game feel", talks about it through a simple iterative process of improving game mechanics. See: https://www.youtube.com/watch?v=AJdEqssNZ-U
Heck the projects that yielded the best games where I previously worked at were those who'd iterate like crazy on the prototype until they get down the gameplay mechanics, then throw it all away and start developing the real game sitting on that knowledge.
Polish will make a game better but it won't make it go from boring to fun.
That said, it also depends on what elements are critical to the design goals. If you're driven by writing, you had better already have a novel or two of drafts already written before you sink any budget into it. If you're going for a tight set of action mechanics, expect to spend a long time looking at a prototype with a bunch of colored shapes.
There are many stories of wasted work in AAA, and a lot of it stems from being too hasty to pull the trigger on production and expecting the people making work at final quality to pull rabbits out of hats and fill in a lot of missing blanks as they go along, only to be sent back to the start for a retake of entire scenes.
I bet you could protoype The Stanly Parable in a week in Twine/Z-code.