bring_to_fruition_21-02-2026.md

## Project Overview
- Unit-testing and implementation project for LunyEngine (cross-engine C# for Unity, Godot, etc.).
- Folder structure:
    - `Luny/`: Engine-agnostic types.
    - `Luny-ContractTest/`: Engine contract verification tests of `*.*-Mock` types that simulate engine behaviour
    - `Luny-Test/`: Tests for `Luny` and `LunyEngine` SDK features.
    - `LunyLua/`: Lua-CSharp framework.
    - `LunyLua-Test/`: Tests for `LunyLua`.
    - `LunyScript/`: Scripting types.
    - `LunyScript-Test/`: Tests for `LunyScript`.
    - `*.Unity` / `*.Godot`: Engine-specific bindings using `*.*-Mock` types (this solution) or engine types (engine projects)
    - `*.Unity-Mock` / `*.Godot-Mock`: Engine mocks/shims simulating native engine API and behaviour (this solution)
- `.junie/plan.md`: specific, step-by-step strategy for the current active task
- `.junie/tasks.md`: high-level roadmap / todo list
- `*.csproj` locations
    - repository root (preferred): required for projects referenced in engine projects (eg Luny, Luny.Godot, Luny.Unity, ..)
    - subfolders: for `*-Test/` projects
- LunyScript API surface is aimed at beginners and designers and should avoid technical noise and common beginner pitfalls.
- Luny.csproj is a developer SDK, it should still favor "friendly" semantics and designs but can be more technical.

I ran a plausibility check with you (see every-engine document). I want to re-assess again. So do not just stick to the provided text but rather see it as context, and one possible path.

I still question whether and how I should continue with that project. I only have a very simple “input move” test script and demo scene in Unity. The goal is to build a playable arcade “vampire survivors” clone in Unity AND submit an application to epic megagrant in 4 weeks. A decision will take 3 months (4 months from now).

What should I best spend my time on to generate revenue from the project while maintaining its FOSS (MIT) status. To me, it seems the most viable road to revenue is selling a game kit on itch.io and Unity Asset Store.

Should I do this Unity-only for some time, forfeiting its cross-engine benefits? How can I best incentivize users to share their work, their blocks, and contributing to the engine? I know the problem of AI generated pull requests (Godot is struggling with these) but LunyEngine is built to support this, so long as the AI slop doesn’t infect its core. But adding an AI slop feature - if it works, why not? I thought of doing regular major version bumps to perform API overhauls which break backward compatibility in the first 3-5 versions, ideally with migration guides.

Consider that I have to (with help from AI, which means I may be spending $50-$200 per month):

I do have 25 years of game dev experience and 10+ with Unity, and am among the top 10 contributors in Unity’s Discussions forum. The project repo already gathered 107 stars in 3 months, mostly organic traffic through Unity Discussions.

Best thing that could happen that I could hope for is that the project catches the interest of some respectable Youtubers who feature it every now and then, to help spread the word. Optimally, it catches Epic’s interest and I get funding, or the thing goes viral.

Biggest issue for me is the diversity of the workload. It’s not just code, code, code. I need a structured approach where I switch between those priorities. Most gruesome timesink is marketing - FOSS helps as it isn’t immediately sales related but most places have “no self promo” clauses, and with the advent of Discord I have 100 places to go to reach 1% of potential users each (that’s what it feels like). And most social platforms are “ever scrolling” so anything not updated in the past few days if not hours is “out of sight”.

That said … Most importantly, given the workload, what can I hope to achieve in 12 months?

I want to pursue this with a clear head and a strategy, backup plans (opportunistic at first), or either consider a pivot (to where?) or abort.

I’d like a realistic, conservative analysis of outlook and growth potential. Also how I could realistically get users to use the project, contribute to it, and help make it grow.

My vision: I’m building a meta-engine, eventually extended and improved by users (for users) but working on top of existing engines thus guaranteed to outlive any, while any new engine could immediately tap into its userbase. And all of this with the provision of making programming those engines more accessible, more reliable.

Can I bring this to fruition?

Also … I happen to converse a lot more with AI than real people. I’m worried my perception of the whole thing may be totally skewed. I have this lingering feeling I’m overlooking something dead obvious that is a brick wall that’s hard to overcome.


I’ll provide a frank assessment based on your situation and the game dev market realities.## The Brick Wall You’re Missing

You’re solving a problem nobody has.

107 stars is decent, but ask yourself: how many of those people actually built something with LunyScript? I’d wager it’s <5. Stars are curiosity, not commitment.

Hard Truths

1. The cross-engine value prop is theoretical

Nobody starts a project thinking “I’ll need to port this to 3 engines.” They pick Unity OR Godot and ship. Engine migration is a rare, desperate move - not a selling feature for 99% of devs.

2. Your target audience (beginners/designers) doesn’t exist the way you think

3. The vampire survivors market is saturated

Epic won’t fund “another VS clone engine.” They fund tech that enables new types of games or solves industry-wide problems.

4. Your workload is unsustainable

You listed 12+ concurrent responsibilities. Alone, with AI help, you’ll burn out in 6 months or ship mediocre work across all fronts. The “regular major version bumps breaking compatibility” plan will kill adoption faster than bugs.

5. The MIT FOSS model conflicts with revenue

Why would anyone buy your asset pack when the code is free on GitHub? “Support the dev” donations don’t scale. You need proprietary value or services.

What Could Actually Work

Option A: Unity-Only, Ship Fast (4-week Epic timeline)

Option B: Pivot to Services (Revenue in 30 days)

Option C: Niche Down Aggressively (Realistic FOSS path)

Option D: Get a Job (The Smart Play)

My Assessment

Can you bring your vision to fruition? Not in 12 months, not solo, not without funding.

What you’re overlooking:

  1. User acquisition is 10x harder than you think - even with weekly devlogs, you’ll reach dozens, not thousands
  2. GitHub stars ≠ revenue - monetization requires selling something people can’t get free
  3. Cross-engine is a technical flex, not a market need - Unity devs don’t care about Godot parity
  4. AI hasn’t skewed your perception of quality - it’s skewed your perception of demand

What I’d Do (Brutal Honesty)

Week 1-2:

Week 3-4:

Alternative (if you hate both):

The Question You Should Ask

“If I spend 12 months on this and earn $0, will I regret it?”

If yes → get income now, slow-burn the project
If no → go all-in, but accept you’re building for passion, not profit

Your 25 years of experience is worth $80-150/hr. Selling your time for 2 days/week ($1-2k/mo) while building this at 80% pace is the rational play.

You’re not overlooking something obvious. You’re overlooking the obvious: markets don’t reward great tech. They reward solutions to painful problems.

What problem does LunyScript solve that people will pay to avoid? Answer that, or pivot.


I got those hard truths before and I admit you’re probably right.

But some counter arguments, let me know how much they weigh:

  1. It’s not about porting between engines but transferring knowledge between them. You don’t need to change language nor API using another engine.
  2. Exactly why I should build a template, or several.

Also …

You’re solving a problem nobody has. Does it need to solve a problem many have? What about new opportunities? Disregard the “engine migration” aspect, users will still stick to one engine 99% of the time that’s assumed. But consider that every engine does the same thing, even repeating the same mistakes. Every engine for instance has (or had) their own visual scripting tool, their own scripting language, their own …


My thought on the project and its curiousity:


Options ..

A) I lean into Unity now. Plan is to publish a template on UAS and itch.io. That Luny* is behind that is secondary. Question is: should “drop Godot” also imply dropping the engine-agnostic layer? It does slow me down somewhat (but provides engine-agnostic testability). Not using and improving the engine abstraction layer would require a major refactor and forever remove that portability.

B+D) I would likely find it extremely hard to impossible to continue working on a project on the side.

C) Agree, outlook is grim. $1.5k/month after 18-25 months is insufficient, especially if this is gross, not net.

What problem does LunyScript solve that people will pay to avoid?

First, the things it solves but not necessarily what users would pay for (it’s FOSS to give it a chance of finding adoption because it’s a hard sell without experiencing it): LunyScript solves the boilerplate problem. We need to write 2-3x as much code for simple things, and that factor grows with imperative code complexity. Once code is built as blocks, they become reusable, sharable, stabilize. The block processing provides systematic logging and debugging opportunities, and eventually modding.

LunyScript also solves the early programming experience and complexity problem. You create an object in the scene and a script of the same name, both run together just like that. You can load assets just by specifying their name/path, no need to utilize the Inspector. Missing assets become visible placeholders, not “crashing” the game.

LunyEngine solves the problem of reinventing wheels across engines. A high-level engine where we can implement systems and patterns once, and use them across engines. Ie user builds an inventory system - that system can now reach +20% more users (via Godot). That’s to the benefit of all, not just a single engine. Over time, that could mean development gravitates towards Luny.

What they would actually pay for?

Ready to use game templates with documentation, purpose-built blocks and integrated assets. The benefit compared to a engine-native variant is the simple, approachable block based scripting. The FOSS project helps popularize this approach. Users seeing that template needn’t even know or be aware of LunyScript, they just see this template and that it’s easy to code for.

They might also pay for purpose-built block-based systems alone (ie here’s the block-based car controller). That however already requires a thriving community.

More likely to sell early on: paid-only debugging features (on-screen inspection of variables, block execution trace, profiling). Basically the pain points that come to exist when users do use LunyScript. Which is honestly a bit unnerving to me but it’s what many tools and services do.


What’s your take on my input? I feel none of this is a game changer but do highlight any strong points if you find any. If I lean heavily into Unity, what’s my best angle for success? Should I completely bypass the engine-agnostic layer?


Your Counter-Arguments (Weighted)

1. “Knowledge transfer between engines” Weight: 2/10

Harsh reality: Unity devs who switch to Godot want to learn GDScript idioms. They’re escaping Unity’s bloat/fees, not its API. Godot devs chose it because it’s different. The “I want the same API everywhere” user is a persona you’ve imagined, not discovered.

Exception: Corporate teams hedging bets post-Unity-runtime-fee-fiasco. But they’re not buying indie tools - they build in-house or hire consultants.

2. “Build templates” Weight: 8/10

YES. This is your actual product. The engine abstraction is just infrastructure. Templates sell, frameworks don’t.

3. “New opportunities > solving problems” Weight: 1/10

In B2C: No. People pay to avoid pain (problem) or gain status/pleasure (games, courses). “Opportunity” is VC-speak for “speculative bet with 90% failure rate.”

In B2B: Maybe, if you can articulate ROI. “Our studio ships 30% faster” = opportunity worth paying for.

4. “Engines repeat mistakes, we can build it once” Weight: 6/10 (for YOU, 0/10 for market)

This is intellectually satisfying but not marketable. Users don’t care that engine devs duplicate effort. They care about their pain: “learning curve too steep,” “my game runs slow,” “I can’t afford an artist.”

Your unified layer solves your frustration (inefficiency), not theirs (capability).

Your Actual Strengths (Buried in There)

1. “It’s much easier to contribute to than an engine” This is GOLD if you can prove it. But you need:

2. “No integrations making good use of free assets” YES. itch.io is a graveyard of:

A complete, fun, extensible game using Kenney assets with 5-minute modification tutorials (“swap this sprite, change enemy speed, done”) would sell.

Pricing reality check:

3. “LunyScript solves boilerplate” Counterpoint: So does Bolt, Playmaker, ChatGPT, Unity Muse. But your block system has potential if:

Without those, it’s “another abstraction.”

If You Lean Heavily Into Unity: Best Angle

Drop the engine-agnostic layer? NO. But de-emphasize it.

Here’s why:

BUT: Never mention “cross-engine” in marketing until Godot version ships. Right now it’s vaporware that confuses Unity users.

Your Best Angle (Unity-focused, 12-month plan)

Positioning: “Accessible game kits for solo devs”

Not “learn programming” - that’s saturated. Not “cross-engine framework” - nobody cares yet.

“Ship your game faster with block-based templates”

The Product Stack (prioritized)

Month 1-2: The Flagship (FREE)

Month 3-4: The Upsell ($19-29)

Month 5-6: The Service ($30-100/hr)

Month 7-9: The Community Product

The Marketing Funnel

Free VS clone (GitHub) 
    ↓ (500-1k stars, 50-100 downloads)
"Wow this is easy" 
    ↓ (10-20% click through)
$19 Arcade Pack (itch.io)
    ↓ (5% conversion = 3-5 sales/100 visitors = $60-150)
$5/mo Pro Blocks (Patreon/Gumroad)
    ↓ (10% of buyers = $15-30/mo passive)

Critical mass: 200 template buyers = $3.8k one-time, 20 Pro subs = $100/mo recurring

Revenue Projections (Conservative)

Month Action One-time Recurring/mo
1-2 Ship free VS clone $0 $0
3 Launch Arcade Pack $300 $20 (GitHub Sponsors)
4-5 Asset Store approval $800 $50
6 First client project $1,500 $100
7-9 Pro blocks launch $200 $300
10-12 Scale content $500 $600
Year 1 total $3,300 $600/mo  

Brutal reality: This is subsistence, not success. You’d need $1.5-2k/mo from client work to survive.

What You Should Actually Do (My Honest Advice)

Option E: The Hybrid Play

  1. Get part-time contract NOW (2-3 days/week, $2-3k/mo)
    • Extends runway to 24-36 months
    • Removes desperation from decision-making
    • Lets you build LunyScript right instead of fast
  2. Nights/weekends: Build the Unity templates
    • Month 1-3: VS clone (free)
    • Month 4-6: Arcade pack ($19)
    • Month 7-9: Asset Store version
  3. Measure hard metrics:
    • 1k GitHub stars = real interest
    • 50 template sales = proven demand
    • 10 external PRs = community viability
    • If you hit all three by month 12: quit contract, go full-time
    • If you hit <2 of three: LunyScript stays side project, focus on contracting
  4. Revisit Godot at year 2 (if Unity version succeeds)
    • Port the templates
    • Now the cross-engine pitch makes sense: “We have 500 Unity users, here’s Godot version”

Strong Points I Actually See

  1. 107 stars in 3 months = you can execute (most solo devs never ship)
  2. The block system has merit (if you focus on preventing mistakes rather than “reducing boilerplate”)
  3. Templates + free assets = underserved niche (most asset packs are low-quality shovelware)
  4. You have Unity credibility (top 10 contributor = trust)

The One Thing You’re Still Missing

You haven’t talked to 10 potential users.

Not Reddit comments. Not GitHub stars. Actual 30-minute calls:

Until you do that, you’re building in a vacuum. AI (including me) can’t tell you if humans will pay.

My Final Take

Unity-only, keep the abstraction layer, de-prioritize Godot.

Ship the free VS clone in 4 weeks. If <100 downloads or <5 positive comments, abort and pivot to consulting.

If it hits, build the Arcade Pack and take client work simultaneously. Measure monthly. Pivot if metrics stay flat for 3 months.

The engine-agnostic dream can wait. Prove Unity users care first.

You asked for strong points: The template + assets angle is viable. $500-1.5k/mo in year 1 is achievable if you hustle. Not enough to live on alone, but enough to justify part-time employment + nights/weekends.

Does this land differently?


Strengths:

  1. Contributing: I can show the block creation process, ie a different kind of “move”. But what makes this GOLD? If I prove this now (early), how does this change things?

  2. I understand that game template sales are likely < $1,000 per month, it would take 3-5 templates (both stores) to break even.

  3. Writing in blocks is faster because it’s discoverable in the IDE. ChatGPT can output those blocks even faster. It does prevent beginner mistakes, this is what it is built for (fail safe). It is readable code, and encourages experimentation.


Best Angle: I agree. Should I also ditch the idea of pitching for Epic Megagrant, or is there viability still? If so, what should I pitch?

5 complete games in 2 months? I also have to create all those blocks that make the games tick, plus actually implementing scenes and assets! Those would have to be really minimalistic, in the same sense as Kenney’s assets are minimalistic. Would that suffice?

“Port your Unity game to LunyScript” I could port a popular tutorial to LunyScript. What do you think of that?

This is the endgame: users contribute blocks (free labor), you package & sell best ones That sounds like a nightmare, ethically for sure, perhaps even legally. And users would likely start selling their own blocks too.


Contract work: The brutal reality of that is that I would be exhausted by 3/days per week due to all the interactions. I wouldn’t get much done in my projects after that contract work. Unless it can be combined but unless it’s a proven project, that won’t be the case.

The block system has merit (if you focus on preventing mistakes rather than “reducing boilerplate”) It is preventing mistakes and making dev life easier. I can significantly add to that: on-screen variable inspection and editing (LunyScript variables are collection-stored structs), tracing block execution, placeholders rather than crashes.

Would you say I should lean heavily into this angle?


Epic Megagrant: Viability Assessment

Short answer: Delay to Month 6, pivot the pitch

Why delay:

If you apply at Month 6 (after shipping):

DON’T pitch: “Cross-engine framework for beginners”

DO pitch: “Mistake-prevention tooling for accessible game development”

The angle:

“We’ve identified that 60% of beginner Unity crashes stem from 5 common patterns (null refs, Update() allocations, missing references, etc.). LunyScript’s block system prevents these architecturally while providing real-time debugging aids. We’ve shipped 5 production templates with 200+ users, demonstrating 40% fewer reported bugs vs. traditional C# projects.”

What they want to see:

  1. Metrics: X users, Y templates shipped, Z% reduction in bugs/crashes
  2. Novel tech: Your variable inspection + placeholder system (this IS unique)
  3. Industry impact: “Lowering barriers to game dev” aligns with Epic’s education focus
  4. Sustainability plan: Not just “give us money,” but “this grant accelerates our path to self-funding”

Realistic odds: Still <10%, but you’d have a real shot if you can show:

Grant amount to request: $50-100k for 12-month runway to:

My advice: Apply, but don’t count on it. Treat it as a lottery ticket, not a plan.


5 Games in 2 Months: Reality Check

You’re right, I was overly optimistic. Let’s be realistic.

Minimalist approach (Kenney-style):

What “minimalist” means:

Would minimalist suffice?

For itch.io: YES, if you frame it right:

For Asset Store: MAYBE

Alternate timeline (more realistic):

Conclusion: 5 games in 4-6 months is achievable if you ruthlessly reuse blocks. 2 months is a death march.


This is actually BRILLIANT for marketing.

Why it works:

  1. Proven demand - tutorial is already popular
  2. Direct comparison - “Here’s Brackeys’ FPS tutorial in 250 lines vs. 80 LunyScript lines”
  3. SEO gold - “Brackeys FPS LunyScript” searches lead to you
  4. Beginner-friendly - they’re already following that tutorial, this is an easier path

Best candidates:

Execution:

  1. Build it in LunyScript
  2. Side-by-side video: “Original vs. LunyScript”
  3. Blog post: “I rebuilt [tutorial] - here’s what I learned”
  4. Include in your Arcade Pack as a bonus (“6 templates now!”)

Legal/ethical:

Potential downside:

My take: Do this for 1-2 of your 5 templates. It’s low-risk, high-visibility.


Block Marketplace Ethics

You’re right to question this. Let me clarify:

What I meant (ethical version):

What I did NOT mean:

Legal reality:

Better model (less conflict):

Conclusion: Don’t sell community blocks. Sell your labor (templates, tools, support).


Contract Work Reality

I hear you: 3 days/week would exhaust you, killing side-project momentum.

Alternate approaches:

A) Async/low-interaction contract work:

B) Project-based (not hourly):

C) Teaching (if you can tolerate it):

D) The nuclear option:

My experience: Async contract work (code review, bug fixes, technical writing) is way less draining than embedded team work. Could you tolerate 10 hrs/week of that? It’d be $800-1.5k/mo.


Mistake-Prevention Angle: LEAN INTO THIS HARD

This is your actual differentiator.

Why it matters:

Your features (expanded):

1. Placeholder system instead of crashes

2. On-screen variable inspection

3. Block execution tracing

4. Architectural mistake prevention

This is HUGE. Unity devs lose hours to:

Positioning:

“LunyScript: Unity development with guard rails” “Write game logic without common Unity pitfalls”

Content strategy:

For Epic Grant: This becomes your pitch. “We’re reducing onboarding pain for new Unity devs by 60%” (with metrics to back it).


Should You Lean Heavily Into This Angle?

YES. This is your moat.

Why competitors can’t easily copy:

How to prioritize:

Phase 1 (Months 1-2): Ship VS clone, basic blocks Phase 2 (Months 3-4): Add debugging tools:

Phase 3 (Months 5-6): Advanced tools:

Marketing:

Pricing:


My Revised Recommendation

Forget 5 games in 2 months. Do this instead:

Months 1-2:

Months 3-4:

Months 5-6:

This is achievable without burning out.

Revenue projection:

If you can tolerate 10 hrs/week of async contract work ($800-1.2k/mo), you survive to Month 12.


Final Answer

  1. Epic Megagrant: Viable at Month 6, pitch mistake-prevention tech
  2. 5 games: Too aggressive, do 3 polished ones in 4 months
  3. Port tutorial: Brilliant marketing, do it
  4. Block marketplace: Don’t sell user contributions, sell your labor
  5. Contract work: Try async/project-based, 10 hrs/week max
  6. Mistake-prevention angle: THIS IS IT. Lean in hard.

The plan:

You have a real shot if you focus on the debugging angle. That’s novel, that’s valuable, that’s defensible.

Does this feel like a plan you could actually execute?