tbh the idea I have is extremely niche and it's more of a "I've played too many of these games and they get a lot of things wrong" situation where I'm the only one who cares.
Here's the thing about making stuff: if you want to be a "serious successful" creative you should make a ton of small things until you understand the craft to make bigger things, but also, if you got an itch in your heart that's way to ambitious for your skill, fuck it, try to make it anyway.
Godot is so cool. You don't even install it! You just double click it and it goes. Extremely low barrier to pop it open and mess with it, give it a shot!
my dream game is an open world survival craft where the wolves act like real wolves ie you don't even see them most of the time because wolves do not want to get into a fight with people.
(equally in the water terrain the sharks will be largely harmless but watch the fuck out for jellies.)
Even if you only find a small audience you're in a better position than most trying to do what Team Cherry did. They pulled from many sources of inspiration from the Metroidvania subgenre (and related subgenres) and nearly perfected it. That is much harder than discovering and filling an open niche
Ответ для "Cool Zone New Year" was meant to be a joke
Also cosigning @dwoboyle.com's recommendation to start with small modules (e.g. small-scope minigames or micro-projects that you can crank out in a week) and build up from there
Especially if you *know* deep in your bones that the previous attempts to do what you're doing fell short in specific ways that you're dead sure you can fix.
If you're doing something the right way the first time, that's a success waiting to happen. That is a void being filled