Main point: I don’t know yet. But.
It seems like I’m leaning more and more into some sort of exploration of conventional game design space. As in “fun”? Why do that? Because a game that explores mechanics/assets/etc.s in the context of fun is a nice way to explore those concepts “for real”?
Also, I don’t normally make work that’s about a compelling/fun experience so this feels like a risky/embarrassing but worthwhile experiment simply in the context of my own “practice” as a game designer. “Doing it properly.”
It’s also intended as a partway tribute to Poppy Games.
More and more seeing it as an opportunity to read and action game design knowledge, something I’ve largely stayed the hell away from over the years.