Making money with C2 is not impossible. This is a business you will be running, just like any other and is open to all the same forces. If nothing else, it looks really good on your CV when going for an entry level Tester role per se.
Firstly you must look at the business models available and pick the right one for you. Are you making one full game or many smaller ones? Both can lead to where you wanna go, but if you have minimal experience I would go with the smaller ones to build up your skills first, but what it ultimately comes down to is money.
Can you support yourself until the money starts coming in...? Rovio made over 150 games before Angry Birds and what you make needs to be good. I am told many people give up after 2 or 3 poor releases. Especially your first one as it can be the hardest as you may emotionally invest in it, only to watch it fail. I learnt to be more professional and open to critique from this. If you want honest opinion from gamers, not just your friends and family then I suggest putting it through the Beta program on Kongregate. Members of the community will review it and expect high standards.
The story I remember at this time for inspiration is that of the creators of final fantasy. The reason its called this is because it was going to be their last game, but then they gained some coverage and sales and it all snow balled from there.
Have you watched indie game: the movie?
In this example, one of the guys is basically a penniless hermit for 5 years and then becomes wealthy overnight.
I am still holding onto my personal philosophy and that is "freemium sucks".
I love the world of advertising and its ability to give a cash injection to almost any business with media exposure. Young people today are raised in an environment of free, I was NOT!
"Quote" get the free app, it has adverts, but its free."
Slightly Off Topic
A friend told me that he saw an advert for Popcorn Time on project cars, is this even legal?
(if you don't have a clue about this then google it, its too long a side topic to explain here).
Back on Topic
The fact is that advertising revenue alone is NOT enough to support most dev teams and is often only supplementary to another revenue stream.
This leaves CROWDFUNDING through kickstarter and many other sites like it. I have not tried it yet and am not keen because 85-90% of people fail on the first go, but are often successful on a later try. So its a matter of getting over that first hump I think. Check out Notion games and Super Ubie Land for a good example of this.
Which leads me to the second avenue.
The traditional route-Via Console
If you have the skills and resources you can now make games for WiiU, after that you will not have any trouble being taken seriously, but also it might mean HTML5 just is not be good enough for full console development. One problem is the 800 object limit and some people have converted to Unity for console meaning a big rebuild rather than a simple port.
Which reminds me, how comes we can make window 8 games, but not XBOX. Anybody could make a better 2 week game with C2 than with XNA. (Just saying).
The realistic choice
Until I can get myself known enough to sell non exclusive licenses and gain sponsorship I need to make and sell as much as possible. So I will go with the smaller game route, however I am still working on my monster baby called Tobi Shinobi by Andrew Martin. In order to fund a bigger release I would seek funding through kickstarter, as development kits cost thousands.
In the meantime we need to eat and pay the bills. So I suggest making a game in about a week or 2. Make sure it is original, highly polished and tested. Try to make it look visually stunning as much as possible.
When complete, as suggested previously you could try to get it on as many of the gaming portals as possible(including Kongregate, miniclip,newsground, etc) A list can be found on pixelprospector.com
However, if you can make at least 2 simple games a month and sell the non-exclusive license to multiple portals you could make 10's of 1000's from each game. The important part of this deal is that the game has no advertising in it as it has been paid for by the licensee.
I hope that helps!