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.