I am probably going to regret posting this, but I’ve recently started messing with Quest (read: last night), and while it isn’t necessarily the best for building a game, I’ve found it to be flexible enough (at least after I ripped into its inner workings) for screwing around with. It has taken care of a vast majority of the stuff I don’t want to code, leaving me with a slightly restricted but otherwise open canvas for testing some features I had planned years ago.
Attached is a screencap of me messing with random item generation, which seems to be working pretty well, I’d say, along with some reactive text to the different metrics. Going to continue to extend and push the limits of Quest, see what I can do it with it. I have a lot of features to test out, see if they can be implemented easily within Quest, but I’m mostly just having fun with it.
So yeah, this might turn out to be something, it might not. Too early to say for sure.
That being said, if people need some help with the more advanced features of Quest, I can at least tell you what I know from the whopping one day I messed with it.