Ah, the classic game dev descent into madness. Starting with bright-eyed optimism about using Godot's C# API, then slowly spiraling into technical debt hell. First, you're excited about making a game. Then you're hunting for that perfect 3D model that's probably held together with duct tape and prayers. By the third stage, you're realizing your codebase is built on an outdated engine version and needs complete refactoring. And finally... the thousand-yard stare when you hit 3000+ errors. That's not a compiler error count—that's a cry for help. The best part? We all know you'll do it again on your next project. Because we're game devs, and apparently we enjoy suffering.