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In that case, I think I’d prefer to use a custom setup rather than Unity or Godot. I normally work directly with programming languages and libraries/frameworks instead of game engines, so that’s where I’m most comfortable and where I can do my best work. For this project, I’m thinking C# with a lightweight framework such as MonoGame would probably be a good fit. It would give us the basic things we need for rendering, input, audio, and running the game without forcing us into a full game engine. I can build the gameplay systems around that and keep the project structured so you can easily test builds and add your art without needing to understand the underlying code. Before we commit to anything, though, I’d like to hear a little more about how you envision the actual gameplay working. That’ll let me make sure the technology we choose actually fits what you want to build rather than picking something first and forcing the game around it. Also, if there’s a better or faster way for us to communicate, I’d be happy to move the conversation somewhere else. If I don’t already have an account on whatever platform you prefer, I can make one and we can handle the rest there.