As I see it, making a living off creating any game using any engine (C3, Unreal, Unity, etc.) is entirely possible, even as a solo indy dev. I'm aware of one game that is pure HTML that the owner was claiming to make $750 a month off Google advertisements alone.
Whether it's possible or not isn't the question. The proper question is HOW to make a living off any game.
There are a number of approaches as to how to earn a living. Dwarf Forest went for years with two brothers making a living off of crowdfunding alone. It's now been accepted into Steam and will likely rocket beyond it's previous income.
Placing your game on any host type service (Google Play, Steam, Epic, etc.) is probably a good idea but then, you get buried in the thousands of other games in those services. The two brothers from Dwarf Forest focused on one game for years and constantly added to and updated it before going for the Steam platform. Their approach was one product focused on one specific segment of the market.
Other gaming companies go for the shotgun approach. Lots and lots of games that are quick and easy to develop with each one making a small income. Or, one game with lots of players making small incomes off of some of them. The CEO of World of Tanks once said he'd rather have a million players occasionally paying a few dollars rather than a hundred players paying every month. This strategy created a huge player-base that helped him advertise the game. The thing you have to worry about there is an old sales adage: A happy customer will tell a friend, an unhappy customer will tell 10 friends.
In the world of gaming you either make loads of cheap, pink bubble gum and sell tons of it it for a few pennies each or, you make designer bubble gum in a pretty package and sell a lot less for a lot more.
So, the first decision is, a focused approach to a limited market making money off all of them (subscriptions) or, a broad approach to a wide market and making a few bucks off of some of them (in game purchases).
Regardless of how you make money, the key to any games success is multi-fold. Foremost, you need a game that entertains people. Most game dev's create a game for their own liking. What they forget is they aren't in the game-making business, they're in the entertainment business. You game needs to be entertaining. If it's not fun, people won't keep playing it.
Nextly, it needs to be engaging. You don't want people completing the game in a few hours. They'll consider themselves to have won and will quickly look for another game to beat. The longer you entertain people, the better the odds of you earning an income.
The BIGGEST key to any games success is marketing. And I don't just mean buying ads on Google. By that I mean getting the word out and in the proper channels. For example. Albion Online just went free to play. If you look at the Steam charts prior to f2p it had around 400-600 players. Two days after going f2p it had 10,000 players. Their marketing team blasted out press releases to all of the major game review sites prior to going f2p and many of them picked up on that story. As a result, Google News grabbed those stories and showed those news articles to people who are interested in gaming (like me). As a result, I saw it and I decided to go play (and subscribe for a month). There are gobs of ways to market your game for free. Journalists who write stories about gaming love it when their job is made easy by press releases. It means they don't have to go digging for a story.
If you want your game to succeed you need to promote it. Mark Twain once said that the perfect place for a spider to build a web is in the doorway of a business that doesn't advertise. In today's flooded game market, that's even more true. It does no good to create a game if nobody knows that it exists.
So, as I see it, those are a few of the things you have to consider when creating a game and making it profitable. It's more than just writing code. Construct is a great gaming engine with lots of possibilities and flexibility and the potential to make a living is definitely there. And the ability to create entertaining, captivating games is there.
Creating the game though is only part of the equation.