I'm working on a little 2D action puzzle game in Go on top of SDL (with bindings via https://github.com/veandco/go-sdl2). The prompt I've given myself is "Chip's Challenge meets Hotline Miami," but who knows how much of either of those elements will remain after I keep evolving the capabilities and general feel of the gameplay. For dev graphics I'm just cobbling together sprites from various pixel-arty asset packs I've purchased on itch.io, but in the future if I want to commercialize it I'll probably want to work with an artist to develop a unified look-and-feel for the game--I may even switch to 3D/2.5D depending on how the tone and my workflow evolve.
I've experimented with Unity, Godot, and GameMaker in the past, but for the time being I'd like to see what I can accomplish on my own in Go to keep my dev chops sharp especially since I've moved into an engineering management role at my job (which has nothing to do with game dev but is increasingly employing more Go source throughout). Something I've realized as I've been applying good code organization and reusability is that I'm essentially building an engine for anything top-down (hesitant to say "isometric" since I know that means something graphically specific)--RTS/TBS/tactics/RPG all seem doable with what I've built given a little bit of extra logic on top for each.
I've experimented with Unity, Godot, and GameMaker in the past, but for the time being I'd like to see what I can accomplish on my own in Go to keep my dev chops sharp especially since I've moved into an engineering management role at my job (which has nothing to do with game dev but is increasingly employing more Go source throughout). Something I've realized as I've been applying good code organization and reusability is that I'm essentially building an engine for anything top-down (hesitant to say "isometric" since I know that means something graphically specific)--RTS/TBS/tactics/RPG all seem doable with what I've built given a little bit of extra logic on top for each.