That was one of the major roadblocks, the other ones being: the infamous loading bug and, I think, feature bloat. The last one is one of the most frequent causes of death for indie projects, based on my observations. It's either the dev gets overambitious from the get-go, or people keep requesting adding stuff in until the project becomes unmanageable. Every major aspect of development takes time and effort, the amount of resourses a single person or a small studio can put into progressing the project is harshly limited. Especially over long periods of time. It is very easy to overestimate capabilities and underestimate requirements. You can crunch for a while to get things done on schedule, but it is only a matter of time before the discrepancy between the amount of work you can and need to do makes you bunt out. By the way, the engine limitations of HRT are only visible in very specific scenarios like large open map multicharacter fights (battle map, specifically). Well, everything in life is a learning experience. I, sure, learned a lot from tinkering with the game and I believe many other people did as well, that's a good thing in my book. I am thankful for the opportunity. I'm even cautiously optimistic about current projects.