So, I've learned my lesson, and recently published the demo of a procedurally generated, turn-based word puzzle adventure, set in a classical fantasy world. It is also pretty unpopular, so I'm starting to notice some patterns, but I'm still somewhat proud that Dragon Riddler has a tight scope and a tolerable learning curve, and that the game mechanics allow for some pleasantly deep tactics. I like to think that it's also fun, and I wonder what verdict the Steam Next Fest this June will deliver, as it pretty much decides this project's fate.

As for the tech, I'm using Godot 4 with GDScript, a language that I'm growing more and more annoyed with. :) I'm not sure about Godot 4 yet, because with C# it's certainly promising, but I already had to put such a project on hold due to a Godot bug, so this is also something only the near future will reveal.