Thanks a lot! Sorry for the late reply but we've got some crazy times going on around and it flew under my radar :)
Hah, this is a story in and of itself! :D The first prototype of this (not using gaze pointers or head gestures yet - everything was controlled with a bluetooth remote) I developed as a proof of concept used for my Master's thesis about the problem of 2D game worlds representation in VR, back in 2017. At first, I had some plans to finish it cause I liked the idea, too, but later of course a hundred different things came my way and there was always something else to do - and motivation to continue with this project was hard to find.
Throughout these years, I sometimes came back to the project to get myself accustomed again with the scripts and get into the groove, only to leave it again after a few days. Thus, the total number of days spent on this from 2018 to 2020 was probably around six, haha!
In the end, around late October 2019 I finally decided to get my shit together and finish this thing until the end of November. Which then became December. And January. AND FREAKING FEBRUARY. Unsurprisingly, I hit all the cliche problems and mindset traps of an indie: "It's just a small game, why waste time on it?", "Aaahh I don't feel like doing it today" (which then became "this week" and "this month" of course), "OMG fixing this bug is so boring, maybe let's just scrap this thing altogether", the whole package ;)
So even though I'd really like to answer your question, I have no idea in the world how much time it took! On paper? Around three years :D Actual workload though? I'd say a month of honest work for the prototype, documentation and the thesis in 2017, then a day or two thinking about the design here and there throughout 2018 and 2019, then about a week or two of actual work in late 2019 and the same amount in 2020. Two months of actual work would be my ballpark figure then, I guess? 100% margin of error though, haha!
As for the controls, like I said the controllers were actually the first thing that was supported but I decided to drop the support for it when releasing it for the market so as not to make a niche market even more niche because of the need for Cardboard as well as an external controller. There are still a lot of leftovers from that code so I guess it wouldn't even be that hard to make it work again - and certainly there wouldn't be a need to start from scratch for that!
As for the features that did not make it, there were not that many to be frank! Most of them were presentational (better and more fluid animations for the distance info, clearer way of presenting data during gameplay), better control of jump height, trying to do something with parallax instead of flat background (which I dropped partly because I wanted to finally get it over with and partly because this seemed like too much of a nausea hazard when combined with the constant spinning) and kind of a in-between state before starting the run so that you're not thrown immediately into action but rather have come countdown to get ready after choosing "Start". Nothing major though, like you see!
Thanks for your input, all the best to you too! :)