(Note that this is how most rendering artifacts were fixed long ago - the on screen and the off screen buffers were swapped, so nobody would "see" in progress scenes)
I have since learned about schizophrenia/schizoaffective (from having a family member suffer from it), and it sounds almost exactly what they went through.
The thing that I remember, was that I was absolutely certain of these “revelations.” There was no doubt, whatsoever, despite the almost complete absence of any supporting evidence.
Reading it over once fully lucid? It's gibberish.
The physical board and magnets definitely add a cool factor to it as does the physical dexterity element. Nice project!
miniKanren was my introduction to relational programming (SQL aside!), and I had hours of trying to wrap my head around the Reasoned Schemer.
Were you aware a miniKanren-inspired language was the foundation of a large chunk of Amazon's retail data aggregation stack? I'm no longer there, but it might be one of the larger deployments out there. We spent many many hours trying to figure out the best way to run the relational engine at scale and with acceptable performance.
Why choose this extension over uBlock Origin, which has years of trust built?
I think, like you said, a good strategy will be to keep it fun and hobby-like as long as possible. I can definitely see the business-side of it sucking all my time and energy.
I think doing some educational materials will be a worthwhile way to market and gain interest. Community building with something like a Discord server will also help. Competing as a business with something like Jagex is 100x harder than just making a good game.
Unfortunately, the #1 lesson that I've learned is that while nostalgia gets some reception, there's a reason no big companies are really making MMOs, even at a smaller scale. There's just not that large a viable market for them.
Coding is the fun part, but it's less than 5% of actually launching and making a successful product. If you don't think you want to spend most of your time not coding, don't try to make it a business!
Marketing is more important than making something. You will get a small boost from things like this (I was always too embarrassed to post here!), but it's an endless pit of time and money! To do it right, I've heard all sorts of numbers, but a good rule of thumb is every dollar/hour you put to making your game, put a dollar/hour to marketing it as well.
From a technical perspective, your stack is fine. You want to make sure you host all your assets behind cloudflare/s3 or similar, the $5 server is fine for gameplay but if you also try to make it send all the stuff, it's gonna die. (As evidenced today!)
Most of my other experience and advice is about how to run a team and set budgets and goals. If you're going about it as a hobby (and that's probably the best way to go!) then just keep doing what you're doing, write some blogs and foster a community instead.
I built Genfanad (http://genfanad.com/) as a browser based game with similar inspirations to yours a few years ago. A lot of the technologies you mentioned are very similar. It's surprising how easy getting something up and running is these days!
We ended up shutting down a few months ago as I couldn't figure out how to take it to profitability. Do you have plans for that, or is it just a fun side project?