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Hi Jyango,

I saw your post about Project Bystander — flipping the extraction-loot formula into extracting high-risk targets under quota pressure is a great hook, and I like that the core mechanic ask (moving targets, carrying physics, countdown timer) is scoped tight enough to actually build quickly for a pitch. I develop in Godot (also comfortable picking up Unity if that's the preferred engine here) and have shipped mobile games under my own studio, O2cool168. Portfolio: https://sethbrowngaming-rgb.github.io/Websites/portfolio/

I'd love to see the full GDD and hear more about the publisher conversation and timeline before diving in — happy to continue over email or DM, whichever's easier.