- Game Version,"Player Accessibility (1-10, higher = more accessible)",Coding Time Estimate (based on your quick prototypes vs. struggles),"Atmosphere/Horror Rating (1-10, higher = more immersive liminal eeriness, since chill/no jumps)","Game Performance (1-10, higher = smoother on average hardware)","Potential Earnings (low/medium/high, considering your minimal advertising)","Stress Level (hairs pulled/prayers said, 1-10, higher = more frustration)",Other Notes
- "2D (flat top-down or side-view, like classic puzzles in Bitsy or JS)","10 (runs on anything: browsers, phones, old PCs; easy controls like arrow keys or touch)","Short: Days to a couple weeks for a full prototype (leverage your Bitsy/PowerPoint speed, or JS for simple runners/clickers; Godot 2D could be learned quickly for puzzles)","5 (Liminal feel via pixel art rooms/portals, but flat visuals limit depth/unease; Backrooms as connected screens, Stargate portals as doors)","10 (Lightweight, no issues even on your phone setup)",Low (Itch.io release might get a few downloads from pixel Discord; puzzle fans could donate $5-50 total without promo),"3 (Minimal math/repetition; your pixel art fits perfectly, quick iterations like your trijams)","Easiest start; add Sokoban puzzles in rooms. Use Godot for structure (ignore the ""matryoshka"" scenes at first—focus on one scene with nodes). Your point-and-click ideas from portfolio align well. Audio: Easy to add free sounds."
- "2.5D (perspective illusions like Monument Valley, with rotatable views or forced perspectives)","8 (Mobile/PC friendly, but perspective tricks might confuse some; mouse/touch drag for views)","Medium: 2-4 weeks (Build on 2D skills, but add perspective math—simple trig, not too bad since you recall imaginary numbers; Godot 2D with shaders or JS canvas tricks)","7 (Better depth for liminal spaces—endless halls, desert vistas twisting; portals with visual warps enhance Stargate/Backrooms transitions)","9 (Still mostly 2D rendering, efficient)","Low-Medium (Unique visuals could attract mobile puzzle fans; $50-200 on Itch if shared in Discord, maybe App Store if polished)","5 (Some frustration with perspective alignment/repetitive level design; prayers for math bugs, but less than full 3D)",Fits your art: Pixels/vectors for illusions. Avoid quaternions entirely here. Story levels like waterpark/dead city as twisted perspectives. Your Inkscape vectors great for clean lines.
- "2D with Real 3D Elements (2D base but draggable 3D objects/models, like Roblox third-person but flattened)","7 (PC/browser mostly; mouse interaction needed, less mobile-friendly without tweaks)","Medium-Long: 3-6 weeks (Mix your JS 2D with Three.js for 3D elements—your dino clones show JS potential, but unfinished ones warn of vibes/AI reliance; Godot easier for hybrid)","6 (3D draggable portals/objects add interactivity, but 2D limits immersion; Sokoban with 3D pushables for variety)","8 (Some 3D rendering overhead, but optimized for low-poly voxels from Goxel)","Low (Niche appeal; $20-100, shares in pixel communities might help)","6 (Stress from integrating 3D into 2D—rendering glitches, repetitive code; pull hairs on JS debugging like your past)",Use your voxel skills for 3D elements. Godot's 3D nodes in 2D scene could simplify (learn one panel at a time). Deserts/Backrooms as 2D maps with 3D artifacts.
- "3D (full like Minecraft, first/third-person exploration)","6 (PC mainly, possible mobile but controls clunky; requires decent hardware)","Long: 1-3 months (No 3D exp, Godot 3D learning curve steep—scenes/nodes will frustrate at first; build on C++/Lua bits, but math for navigation/portals)","8 (High liminal immersion: Vast deserts, endless Backrooms corridors, 3D portals swirling; school/waterpark as explorable spaces)","7 (More demanding, but Godot optimizes well; voxels keep it simple)","Medium (Broader appeal for 3D puzzle fans; $100-500 if Itch-featured, but promo needed—your Mastodon/Discord limits)","7 (Prayers for math (rotations, no quaternions needed basically—use Euler angles); repetitive level building tires you, like unfinished projects)",Your voxels shine here. Start small like Minecraft mods. Audio integration harder but Kenney packs work. Avoid uni langs like C#/Java.
- "VR (immersive 3D with head tracking, phone-based cardboard)",4 (Requires VR setup; your phone Linux/gyro issues major barrier—debugging hell; limited audience),"Very Long: 2-4 months (Godot VR plugins, but your Minetest near-miss shows control woes; no exp, plus phone OS quirks)",9 (Ultra-immersive liminal horror—feeling lost in Backrooms/deserts; portals feel real),"6 (Phone VR performance spotty, esp. with Ubuntu Touch—no browser gyro means custom builds)","Low (Niche VR indie; $50-200 max, hard to distribute without stores)","8 (High stress: Hardware hacks, motion math, unfinished like JS games; many prayers for gyro emulation)",Tie to string theory/portals for theme. Use touch/mouse fallbacks. School/dead city levels creepy in VR. Minimal audio fine.
- "VR + 4D (VR with 4D navigation/elements, like hyper-dimensional movement)","3 (Ultra-niche; needs high-end VR, your phone setup impossible without major mods)","Extremely Long: 4-6+ months (Build on VR, add 4D math—projections, hyperspaces; your math struggles/D grades scream no)","10 (Mind-bending liminal—4D Backrooms warps reality, Stargate portals to extra dims)",4 (Compute-heavy 4D rendering + VR tanks performance),"Low-Medium (Cult hit like 4D Miner? $100-1000 if viral in math/Discord, but no promo hurts)","10 (Max hairs pulled: Math hell (quaternions? Actually useful here for 4D rotations, contrary to hearsay); repetitive 4D modeling bores/exhausts)",Inspired by 4D Miner but in VR. Your voxel skills extend to 4D tesseracts? Portals as 4D gates. Too ambitious—many unfinished risks.
- "Full 4D (like 4D Miner, projecting 4D to 3D/2D screen)","5 (PC only, mouse/keyboard; math-savvy players, but no VR barrier)","Extremely Long: 3-5+ months (Custom 4D engine in Python/CPP—your bits of knowledge, but probability repeats warn of math fails; Godot extensions possible but uncharted)","9 (Pure mind-twist: Navigate 4D deserts/Backrooms, portals shifting dims; high eerie factor)","5 (4D simulations CPU/GPU intensive, even voxels)","Medium (Niche appeal to math geeks; $200-2000 if GitHub/Itch buzz, like 4D Miner—share in Discord)","9 (Prayers galore: 4D coords, projections (beyond 'i' numbers into hypercomplex); bores with repetitive hyperspace code)",Fits string theory reads. Sokoban in 4D? Insane but cool. Use Python for prototyping. Dead city as 4D ruins.
- 3D + 4D Elements (3D base with angle-dependent 4D transforms/views),5 (PC-focused; complex controls for view shifts),Very Long: 2-4 months (Hybrid: Godot 3D + custom 4D shaders; angle math triggers your tutor-needing side),9 (Dynamic warps—view angles reveal 4D layers in Backrooms/portals; atmospheric peaks),"6 (Mixed rendering, optimizable but 4D bits lag)","Low-Medium ($100-500; unique gimmick could niche-viral, but slop-shame limits sharing)","8 (Stress from blending dims—debugging transforms, like JS weeks; hairs on math repetition)",Voxels for 3D/4D hybrids. Waterpark as angle-shifting pools. Learn quats if needed (not useless for rotations!). Minimal audio ok.