pain_relief.md
read this script
itâs C# and runs unmodified the same in Unity and Godot
letâs talk about pain relief
for whom?
and why?
would they pay? who would pay? for what?
be realistic!
what are reasonable revenue expectations within 12 months?
assume some headstart, book writing experience, 107 github stars in 3 months
Iâll read the script first to understand what weâre working with.## Pain Relief Analysis for LunyScript
For whom?
- Game developers doing rapid prototyping - tired of verbose Unity/Godot boilerplate for basic game logic
- Solo indie devs - need to ship fast, hate context-switching between visual scripting and code
- Technical game designers - want code-like control without full C# ceremony
- Educators teaching game dev - need clean, readable examples without framework noise
Why the pain exists:
- Standard Unity/Godot requires verbose MonoBehaviour/Node inheritance patterns
- Visual scripting (Bolt, Godot VisualScript) breaks under version control, hard to review
- Blueprint-style systems donât work for programmers who think in code
- No clean abstraction layer that works in both engines (lock-in pain)
Would they pay? Who?
Realistic payers:
- Asset Store model: Individual devs ($20-50 one-time) - YES, proven market
- Educational licenses: Game dev bootcamps/universities ($200-500/year per institution) - MAYBE
- Corporate tools licenses: Small studios (3-20 people, $500-2k/year) - HARD SELL (procurement friction)
Would NOT reliably pay:
- Hobbyists (expect free/open-source)
- AAA studios (want support contracts you canât provide solo)
- Unity Asset Store whales are mostly buying art/VFX, not frameworks
Revenue expectations (12 months, realistic):
Optimistic but grounded:
- 107 stars â ~1-2% conversion to paid
- Assume 500 active users by month 12 (good growth)
- Asset Store route: 50 paying customers @ $40 = $2,000 total (Unity takes 30%)
- Sponsorware/GitHub Sponsors: 10-20 sponsors @ $5-20/mo = $1,200-4,800/year
- Book/course bundle: If you leverage writing experience, maybe $3-8k (one-time effort)
Realistic total: $5-12k in year 1
The brutal truth:
- Developer tools are notoriously hard to monetize unless solving enterprise pain
- Open-source credibility (107 stars) works against paid conversion
- Cross-engine compatibility is impressive technically but fragments your market
- Your best bet: Sponsorware model (free with delays, sponsors get early access) + paid courses/book
Wildcard paths to more revenue:
- Enterprise support contracts for studios using it seriously ($5-20k/year, but need 2-3 clients)
- Consulting leveraging your unique expertise (bill $100-200/hr, easier than product sales)
- Patreon with exclusive tutorials (recurring, easier than lump sales)
Your writing experience + technical chops suggest content monetization (courses/books showing LunyScript patterns) likely outperforms raw tool sales. The tool becomes marketing for paid content.
The tool becomes marketing for paid content.
Elaborate!
Give me all angles.
the project is currently fully open source (MIT), and I intend for it to stay that way
the scripting is easy, and easy to extend, and behind that is a cross-engine framework effectively uniting both engineâs APIs, making it consistent and easier to get into, and with room for native and custom features - it would generally be easy to contribute to compared to most other foss projects (ie compared to Godot itself WAY more approachable).
Iâm just not the outgoing, socializing kind. I can record videos but havenât done so consistently. I should limit this to 4-8 hours per week otherwise I worry I wonât make enough progress.
Core insight: MIT license + growing stars = credibility engine. Youâre building authority, not a product. Authority converts to revenue through paid knowledge transfer, not paywalls.
Primary Angles (4-8 hrs/week viable)
1. âImplementation Guidesâ (Gumroad/Lemon Squeak)
The play: Sell PDFs/mini-courses showing patterns, not basics
- â10 Combat Systems in LunyScriptâ ($15-30)
- âCross-Engine Save System Patternsâ ($20)
- âInput Buffering & Rollback with LunyScriptâ ($40)
Why it works:
- Youâve already solved hard problems (cross-engine abstraction)
- Devs will use free tool, hit complexity wall, pay for patterns
- Writing experience = fast content creation
- One-time effort, perpetual sales
Time budget: 6-8 hrs/guide, produce 1/month
2. âLunyScript Cookbookâ (Self-published book)
The play: Technical book on Gumroad/Amazon
- First half: free (mirrors GitHub docs) = marketing
- Second half: advanced patterns = paid ($30-50)
- âBuilding Cross-Platform Game Systems with LunyScriptâ
Why it works:
- Book writing experience (you mentioned this!)
- Establishes you as THE authority
- Amazon perpetual income
- Free chapters drive tool adoption â more buyers
Time budget: 2-3 months initial (20-30 hrs total), then passive
The play: Tiered recurring sponsorship
- $5/mo: Early access to examples repo
- $15/mo: Monthly âoffice hoursâ group call (async-friendly: pre-submitted questions)
- $50/mo: Code review slot (1/month, 30 min)
Why it works:
- You donât need to âsocializeâ - just answer technical questions
- Async-first (recorded calls, written answers)
- Recurring revenue compounds
- 20 sponsors @ $15 = $300/mo = $3.6k/yr
Time budget: 2-4 hrs/month + setup
4. âTemplate Projectsâ Marketplace
The play: Sell starter projects on itch.io/Gumroad
- â2D Platformer Template (Unity + Godot)â ($10-20)
- âTop-Down RPG Frameworkâ ($30)
- âMultiplayer Shooter Baseâ ($50)
Why it works:
- Shows LunyScript in production context
- Buyers learn by example (your best teaching method)
- Can reuse across customers
- itch.io audience expects paid templates
Time budget: 8-12 hrs/template, release 1 every 2 months
The play: Keep core MIT, gate convenience layers
- âLunyScript.AIâ - behavior trees, utility AI
- âLunyScript.Multiplayerâ - netcode abstractions
- Sponsors get 3-6 month early access, then goes MIT
Why it works:
- Doesnât violate MIT spirit
- High-value users pay for time advantage
- You still build in public
- Sustainable: ongoing development = ongoing sponsorship
Time budget: Fits existing dev schedule (4-8 hrs/week)
Secondary Angles (Lower effort/Higher leverage)
6. âContributor Onboarding Courseâ
The play: Paid course teaching how to extend LunyScript
- âAdd Custom Blocks to LunyScriptâ ($40)
- Turns buyers into contributors (compounds your leverage)
- MIT-friendly: more contributors = more value
Why it works:
- You said âeasy to contributeâ - monetize teaching that
- Creates feedback loop: paid learners â free contributors
- Positions you as teacher, not just maintainer
7. âIntegration Servicesâ
The play: Charge for custom integrations
- âLunyScript + YourStudioâsToolchainâ consulting
- $100-200/hr, 5-10 hr engagements
- Only take 1-2 clients/quarter (time-boxed)
Why it works:
- Studios will pay to de-risk adoption
- You learn real-world pain â improve tool â more credibility
- High hourly rate justifies low volume
8. âBattle-Tested Patternsâ Newsletter
The play: ConvertKit/Substack, free + premium tier
- Free: Weekly tip using LunyScript
- Paid ($5-10/mo): Deep-dive pattern studies, example repos
Why it works:
- Async, write on your schedule
- Builds email list (marketing asset)
- Low barrier: people subscribe easier than buy
The Funnel (How it compounds)
GitHub (MIT tool, 107â500+ stars)
â
Free docs/examples (show surface-level usage)
â
đ§ Newsletter signup ("Weekly LunyScript patterns")
â
đŻ Paid offers (guides, templates, book)
â
đ° Sponsors (ongoing value seekers)
â
đ Consulting (high-ticket, selective)
Key: Each layer filters upward. Not everyone pays, but enough do. Your 107 stars suggest 1-2k users by year-end. If 5% buy something ($20 avg), thatâs $1-2k. If 1% sponsor ($10/mo avg), thatâs another $1.2-2.4k/year.
Non-Outgoing Friendly Tactics
Since youâre not the âsocializing kindâ:
â
Do:
- Pre-recorded tutorial videos (edit out mistakes, no live pressure)
- Written guides (your strength: book writing experience)
- Async Q&A (GitHub Discussions, email, pre-submitted questions)
- Template/example repos (code speaks for itself)
â Avoid:
- Live streaming (high pressure, low ROI for introverts)
- Twitter/X engagement farming (soul-crushing)
- Conference talks (unless paid well, not worth stress)
Realistic 12-Month Path (4-8 hrs/week)
| Month |
Activity |
Time/Week |
Output |
| 1-2 |
Write âCombat Systems Guideâ |
6 hrs |
$15 Gumroad product |
| 3-4 |
Record 4 tutorial videos |
8 hrs |
YouTube â newsletter signups |
| 5-6 |
Build platformer template |
8 hrs |
$20 itch.io product |
| 7-9 |
Write âLunyScript Cookbookâ |
6 hrs |
$40 book (Gumroad/Amazon) |
| 10-12 |
Launch sponsors tier + Extension Pack |
4 hrs |
$5-50/mo recurring |
Expected revenue by month 12:
- Guides/templates: $2-5k (one-time sales)
- Book: $3-8k (ongoing sales)
- Sponsors: $1-3k (20-30 people @ $5-15/mo)
- Total: $6-16k (realistic range, not guaranteed)
The Brutal Honesty Check
This only works if:
- â
Tool genuinely solves pain (cross-engine abstraction is real pain)
- â
You can explain why itâs better (writing skills)
- â ď¸ You can tolerate some marketing (4 hrs/week min)
- â ď¸ You accept slow burn (years, not months, to $50k+)
Your edge:
- Cross-engine uniqueness (hard moat)
- Book writing experience (most devs canât write)
- 107 stars in 3 months (proof of interest)
- âEasy to contributeâ (community multiplier)
Your constraint:
- 4-8 hrs/week = slow compounding
- Not outgoing = harder word-of-mouth
- MIT = no artificial scarcity
Verdict: Sponsorware + guides + book is your best bet. Tool stays free, knowledge gets monetized. Fits your personality, leverages your skills, respects your time.
4-8 hrs/week = slow compounding
My mistake, I misspelled. I meant 4-8 h per week maximum for video creation and publishing. Because I want to have 30+ hours per week spent on progress, code, demos, writing.
does that changed time frame change your monetary assessments?
whatâs a âhard moatâ?
harder word of mouth: how can I get others to do it for me? preferably without even asking ⌠or at least not over and over again.
i will spend 4+ weeks on a zombie survivors (mini)
i canât just start selling that without first âgoing liveâ? same for paid writing, i might have 10 users and having paid courses on offer .. feels odd
Revised Assessment (30+ hrs/week on core work)
YES, this changes everything. Youâre not a side-hustler, youâre building a real product company. Different playbook.
New Time Frame & Revenue
With 30+ hrs/week on code/demos/writing:
Month 1-3: Foundation (you are here)
- Ship zombie survivors demo (4 weeks)
- Polish docs + 5-10 example projects
- Record 8-12 tutorial videos (batch production)
- Write first guide while building demos (parallel work)
Month 4-6: Launch Pad
- 500-1000 GitHub stars (realistic at this velocity)
- 200-500 newsletter subscribers
- First paid product: Zombie Survivors template + guide bundle ($30-50)
- YouTube channel: 10-20 videos, 500-2k subscribers
Month 7-12: Monetization
- 2-3 more templates/guides ($2-8k total sales)
- Book release ($5-15k, back-loaded into months 10-12)
- Sponsors kick in ($2-5k/year, grows slowly)
Revised 12-month revenue: $12-30k (realistically $15-20k)
Why higher? More output = more marketing surface area = more discovery = more buyers. But you still need audience first.
âHard Moatâ = Competitive Defense
Moat: What stops competitors from eating your lunch?
Your hard moat:
- Technical complexity: Cross-engine abstraction is genuinely hard. Nobodyâs just cloning this in a weekend.
- API design expertise: Clean DSL (your
On.FrameUpdate(Transform.MoveBy(...)) syntax) requires taste + skill.
- Two-codebase commitment: Maintaining Unity + Godot parity is exhausting. Most quit.
Why it matters for revenue: You can charge for knowledge because the problem is hard. Easy problems donât command prices.
Word-of-Mouth Without Asking
Make sharing inevitable (not optional):
1. Built-in attribution
// Every LunyScript project auto-generates:
// "Powered by LunyScript - github.com/yourname/lunyscript"
// in console on startup (Unity/Godot both)
- Users share screenshots with console visible â free ads
- Not intrusive, just present
2. Template projects are Trojan horses
- Your zombie survivors demo: MIT license, but includes
README.md:
# Zombie Survivors Template
Built with LunyScript. Learn more: [link]
## Extend this template
- Add new weapons [Guide: $15]
- Add boss AI [Guide: $20]
- People fork it â your README spreads â guides sell themselves
3. Make examples too good not to share
- When you ship zombie survivors, make it actually fun (not just functional)
- Polish > features for demos
- People share games, not frameworks
- âCheck out this zombie game made in 4 weeksâ â âHow?â â âLunyScriptâ
4. Contributor incentives (not asking, structuring)
- Create
CONTRIBUTORS.md: âTop 10 contributors get free access to all paid guidesâ
- Now contributors want to promote (more users = more impressive on their portfolio)
- You donât ask for promotion, you reward it
5. âShow your workâ culture
# Built with LunyScript
Submit your project to be featured!
- [Game 1] by @user1
- [Game 2] by @user2
- People want to be featured â they submit â you showcase â they share the showcase
6. Strategic integrations
- Add LunyScript support to Brackeys-style tutorials (permissionless: just show âhereâs how to do this tutorial in LunyScriptâ)
- Create parallel tutorials: âUnity tutorial X, but in LunyScript (5x less code)â
- Tutorial-followers become advocates when they realize itâs easier
The â10 Usersâ Problem
âI might have 10 users and having paid courses on offer⌠feels oddâ
Youâre right. Hereâs the sequence:
Phase 1: Prove Value (Months 1-4)
DO:
- Ship zombie survivors (MIT, free, polished)
- Ship 3-5 more example projects (free)
- Write guides as you build (free on GitHub for now)
- Record videos explaining your demos (free on YouTube)
Goal: Get to 500+ stars, 100+ newsletter subs, prove people care
DONâT:
- Sell anything yet
- Youâre building credibility inventory
Phase 2: Soft Monetization (Months 5-7)
DO:
- Bundle zombie survivors as âtemplate projectâ with extended guide ($20-30)
- Free version: base game (already on GitHub)
- Paid version: + weapon system guide + boss AI guide + save system
- This isnât âcourse with 10 users,â itâs âpolished template for proven toolâ
Signal itâs ready:
- â500+ developers using LunyScriptâ
- â4-week dev time â full gameâ (proof)
- âPay if you want the extended versionâ
Phase 3: Full Monetization (Months 8-12)
DO:
- Launch book when you have 1000+ stars
- Launch sponsors when you have regular GitHub activity (issues, PRs)
- Launch office hours when people are asking for help (demand-driven)
Key insight: You donât âofferâ paid products to small audience. You respond to demand from growing audience.
The Zombie Survivors Launch Strategy
Since youâre spending 4 weeks on this, maximize its marketing value:
Week 1-3: Build + Document
- Build game (obviously)
- Write
DEVLOG.md as you build:
# Day 1: Input system in 10 lines
# Day 3: Wave spawning with LunyScript events
# Day 7: 100 zombies with zero performance code
- This becomes free marketing content (people love devlogs)
Release simultaneously:
- GitHub: Full source (MIT)
- YouTube: 10-min âI built Vampire Survivors in 4 weeksâ (link to repo)
- itch.io: Playable WebGL build (link to source)
- Reddit: r/gamedev, r/godot, r/Unity3D (one post per sub, spaced 24hrs)
- Newsletter: âCase study: Zombie survivors architecture breakdownâ (capture emails)
Call-to-action in all formats:
- âTry the source: [GitHub link]â
- âLearn the patterns: [Newsletter signup]â
- NOT: âBuy my courseâ (too early)
Post-Launch (Week 5+):
- Monitor: Do people actually use it? (GitHub stars, forks, questions)
- If yes (50+ stars on demo alone): Create âextended guideâ ($20)
- If no: Diagnose why, iterate
Your Actual 12-Month Plan
| Month |
Core Work (30h/wk) |
Marketing (4-8h/wk) |
Revenue |
| 1-2 |
Zombie survivors |
Devlog posts, 3 videos |
$0 |
| 2-3 |
2 more demos |
Launch videos, Reddit |
$0 |
| 4 |
Polish docs, examples |
YouTube consistency (2/wk) |
$0 |
| 5-6 |
Advanced features |
Bundle zombie template |
$500-2k |
| 7-8 |
2 more templates |
Launch guides |
$2-4k |
| 9-11 |
Write book |
Video tutorials (book promo) |
$5-10k |
| 12 |
Extension pack |
Launch sponsors |
$8-15k |
Total Year 1: $15-30k (heavily back-loaded)
Why back-loaded? Audience growth is exponential, not linear. First 6 months: prove value. Last 6 months: harvest credibility.
The Psychological Shift
Youâre not âselling to 10 users.â Youâre:
- Building in public (free, generous)
- Documenting your work (free, valuable)
- Eventually offering shortcuts (paid, optional)
By the time you have paid offers, youâll have hundreds of users asking âhow do I do X?â Thatâs when guides feel natural, not weird.
The rule: Only monetize after youâre tired of answering the same question for free. Then the paid guide is a relief (âfinally, I can just link themâ).
Bottom Line
30hrs/week changes the game. Youâre not a content creator with a side project. Youâre a product builder who creates content as exhaust.
Your demos ARE your marketing. Your code IS your credibility. Your writing IS your monetization.
Just donât sell before you have proof people care. Youâre 3 months in with 107 starsâthatâs validation, but not yet a customer base. 6 more months of building, THEN monetize. By then it wonât feel odd, itâll feel overdue.