it's not that we are bored because it isn't finished, but because he is so focused on the every single little minor details that its just taking so long to get the main content. We don't want it rushed, we don't need every single minor details yet, maybe over time, but not all the time ignoring the main content for a long period of time.
I am honestly starting to get confused now. One says this, and one says otherwise. I am not saying someone is lying here, but I think there some misunderstanding happening lately (and it's getting out of hand quick). Maybe you need to post some kind of statement about how you're going to develop the game, to stop this unnecessary misunderstanding. You know, make something like a roadmap, a plan on what you're trying to make the game to be.
Well, the roadmap looks solid enough to me.
Also, perhaps the reason why Mofu is not able to finish what he planned is because real life problem gets in his way? Especially this is a creative works. Its progression is prone to the emotion and the mood of its creator. I more or less know how it feels, since I do drawing sometimes, and it's hard to get it done when suddenly your mood is wrecked by an unwanted real life problem that comes out from nowhere.
At least that's my guess.
The most difficult part of creating a game for me is creating an unknown system. This is because I cannot predict how long it will take. And I try to postpone content that builds on top of an already completed system because I can predict how long it will take. Then, when the system is mostly done, I can finally start producing the overall content.
Well, yes, of course. I didn't mean to say that drawing is the one holding him down. I was just making an example that creative work (like drawing, game developing, composing, etc) is affected by the mood or emotion of the person doing it, unlike office work or any other work that doesn't need creativity.