I'd volunteer, but I'm already burdened with personal projects and the horribly underpaid work in Hungary's own "public work program" (pays half of minimum wage for an 8 hour job), so currently I cannot. That being said, if there ever were some paid opportunity (even part-time at minimum wage), I could finally say goodbye to my current job.
Dude, I don't even own a single Nintendo hardware! I just think the Palworld fans are utterly toxic, a lot of Nintendo haters' only argument seeming to be "muh unreal engine", with everything else just being there as a deflection once someone points out it.
groomerwojak.jpg: "I groomed a teen fan of mine, and when she came forward I made her to write an apology, also I spent my Patreon money on a sexdoll, and my code is spaghetti."
"We barely managed to make a functioning game with premade assets, and our popularity was so dependent on Pokémon not performing well, our fanbase is a toxic cesspool as a result, who can't express the love to the game without actively dissing Nintendo."
"I'm a bigoted con artist who rebrands every time they get busted for his crappy horror game."
"Optimization? We are already using low-poly assets!"
"The assets in our pixelart games are very unaligned, and we use high-resolution fonts because no one makes bitmap fonts anymore."
Palworld fans are toxic as fuck. Not nearly as bad as sending death threats, instead more like in a way they can't express their love for the game by also not shitting on something else, and that's just the tip of the iceberg.
Most of the criticisms are also in really bad faith, with often the "multibillion dollar company" being used to deflect how bad faith those criticisms are.
Mine is quite minimalistic, and relies for the D runtime and standard library (or other D libraries) for many things. Also my engine is primarily geared towards retro pixelart games, and works as such. Currently, the CPU renders to a low-res texture (as seen in emulators), which is then stretched to a higher resolution, later on it'll replaced by custom shaders that do color lookup and render directly to a texture (which is quite complicated, simpler methods would cause easily misalignable pixels, thus defeating the engine's purpose, even if some likes the "smooth" scaling from other engines).
It's usually quite difficult, since most other engines use C++, which is pretty different from C# in many aspects. My engine (PixelPerfectEngine - 2D game engine primarily aimed at retro pixelart games, link: https://github.com/ZILtoid1991/pixelperfectengine ) is written in D, which is much closer to C# in a lot of aspects, however my engine is far less capable than Unity, still needs a lot of development, and also has it's own quirks that make some features inconveinent to implement or add.