He had made one game, I had it seen for download on the homepage. But it is way smaller and not sorta open world iirc. So this game is a huge leap forward but sometimes the shoes are to big.
How about you give some hints to the dev? You seem knowledgeable. Perhaps you can think of code samples to study so the dev can adapt and implement a few of the features you mentioned. Also maybe you know how to squish some nasty bugs?
Because;
1. People giving "hints" and wanting to "help" are many, but often they just want to impose their own ideas onto the project.
Try looking through any of the freelance websites for games developers (flash mostly), and you'll see a tonne of younger people wanting to be the "Ideas" man, thinking their idea is worth free work. Its not exactly the same, but the idea is similiar, people coming in from the outside and wanting to change the game to fit their view instead of the developers.
2. I honestly have no interest in it. I'm not an artist, I've always made games with cheap art or mooching off friends whom are a lot better at it than me. (I often use Arteria3D, the bloke makes above average 3D and you can buy a license to all his stuff for just 1000 dollars, this includes future things.)
3. Coming in from the outside and having to learn the code programmed by someone whos learned how to program by copy pasting other's code until they knew enough to make their own, its a shitshow and trying to fix a game made like that often takes 3 times longer than it would just making it over from scratch, look at the Yandere dev, hes a fairly shit programmer and very hard to work with. A proper studio actually bought the license to publish his game, however hes so bad at programming that development took ages to move along, so they sent a programmer to help him out, the bloke had to rewrite most of the code, and eventually it got to the point where the dev threw a shit fit and cancelled the entire thing because he couldnt understand his code anymore.
4. Making a small linear game is just as hard as making an open world one, hell. I'd almost say making an open world game is a bit easier since theres more freedom to program what you want, the moment you make a linear game you have to put a lot of thought into everything to make sure things work within the confines. Linear games confine you more than open world ones.
I dont know if you'll bother reading all that, but incase you do, then kudos, you have more patience than I would have had.
Either way, hopefully you'll understand what I'm getting at. Fixing a broken game is often more work than just remaking it, and I'm simply not invested enough to want to make that sacrifice (In terms of my time)
There are some games I do go out of my way to fix, that furry impregnation free roam game is one of them, it was abandoned ages ago and I found its concepts fairly unique, so I wanted to see if I could make it work, took me a few days, but it works now, however that was because I found it interesting to see how he made certain things in the game..
Turned out, the developer had simply used a lot of assets from Unity and mashed them all together into one game. He, like this person was also an artist with no programming knowledge, so he made his game by stiching code from different assets together like Frankenstein did to his monster.