Yeah, after I finished writing the tutorial I somewhat got that feeling. The project was born mostly because I wanted to learn about Paper2D. Still, the entire experience was worth it because, in a way, it helps to keep the scope at a manageable size and allows for actually “finishing” the project. With this you end up doing a bunch of things that are often put to side like the “ok, this feature is part of polishing and later on I will come to” (and never reach it because of a very big project scope) mentality. As a consequence, there are quite a few steps that we are often not entirely sure how to exactly perform and then, when the time comes to actually implement them, our other systems are so big we often have to redo a lot of things just to incorporate those polishing.
Now, by polishing in this case I mean things like finishing up the menu, including keyboard/gamepad navigation support, confirmation dialogs asking if the player actually want to quit the game or a confirmation dialog with a timer to apply new video mode settings and a bunch of other minor details. Of course, we also end up learning a bunch of the workflow given by the engine itself, specially the places where we have to come up with some workarounds.
Again, any feedback is appreciated!