I'm only looking at it from a really basic computer science perspective, stuff like Ordo awareness in algorithms and so on.
I'm a software developer, not a computer scientist. I don't think knowledge of computer science is necessary to be a good software developer. Such knowledge also doesn't necessarily make you a good software developer.
Personally, I find computer science to be an overly complex and boring topic, and the various computer science terms and ideas aren't how I think about software at all.
you put that [the SGE Game Engine] to a crowdfunding campaign?
No, I put reTux into a crowdfunding campaign.
I have no qualms admitting that I'm new to developing a game engine, and that I've made
tons of mistakes in its development. What is mentioned here doesn't even scratch the surface of it. In the past, the Pygame SGE's cache system was causing RAM usage to grow continuously until the RAM ran out. Even my laptop's 6 GB of RAM wasn't enough to cope with that for long, obviously. My mistake? I was keeping cached values forever. Fixing this problem was a lot of work, but it basically involved making sure the cache is pruned every few seconds, removing values that had not been used in the last minute or so. (80 seconds to be exact, but that was just an arbitrary choice.)
With platformers, I have more experience, however. Two games, in particular:
https://onpon4.github.io/darkside/bowser.html
https://onpon4.github.io/darkside/bowserslaststand.html
Although there was also basic platforming in a third game, Karate Kat:
https://onpon4.github.io/games/karatekat/
The only thing about platformers I've had to learn here with reTux is slopes. Every single other feature I've implemented, as well as every single design decision, in reTux comes almost directly from my prior experience, particularly in Bowser's Last Stand.
Ultimately, your statement here reads to me like: "You're human, and you've made mistakes in your programming. Therefore, you are not ready to commercialize any work you do." I don't agree with this sentiment. My work, like anyone else's, will never be perfect. If I sit in a closet waiting for it to become perfect so that it is worthy of commercialization, then I'll be doing so forever.
Additionally, convincing people to pay money for a game is itself something that you need experience to do well. Something I've learned first-hand in the course of this is why publishers have so much power over culture; publicizing something is truly a difficult job, especially when what you really want to do is actually make your work better (unless you use lots of money, in which case it's just expensive). If I were to wait until I had something people would be really likely to support, I would probably blow it, wasting a perfectly good opportunity. This is one of the primary reasons why I chose a relatively "safe" game to start with. If, as it seems is going to happen, the campaign is a catastrophic failure, everything will ultimately be fine. The game will still be finished, those who chose to support me will still get the game that they paid for, it will still be a valuable addition to my portfolio, and as a small bonus I will additionally get some experience in selling copies. When it comes time to commercialize another game, I will be better prepared for it.
I wouldn't say that. The SGE doesn't work well on the Pandora, sure enough, but it works just fine on any modern PC.
Additionally, the Pygame SGE is a reference implementation, not the definitive version. I've planned from the beginning for the SGE to be re-implemented for reasons like portability and efficiency.
That is not permitted by IndieGoGo after someone contributes. Even if it was, it would be an incredibly bad decision. Stupid, even. Just giving up and calling it quits like that when you've already made a commitment would demonstrate an incapability or unwillingness to see something to the end. Who would ever support me again if that is the impression they have of me?
Otherwise it'll end in very angry backers.
Angry by what cause?
I have promised only four things if the campaign does not reach its goal: that the game will be finished, that the game will be good and professional (qualifying "professional" by pointing out examples of graphical defects I won't tolerate), that I will listen to feedback, and that every contributor will get the perk they selected (i.e. everyone who contributes gets a copy of reTux when it's available). Everything specifically mentioned on the campaign describes reTux as it
currently is. The videos are real videos of reTux, and the screenshots are real screenshots of reTux.
The only way I can conceive of anyone being angry by how reTux turns out with a low budget is if they randomly assume on their own that something I'm not planning to do is going to be done. Well, I can't help that.