Tim, I don't think that such a thing is possible if one wanted to produce games of any depth at all. The number of decisions is just too high. I've looked at the BGT language and it's a cut-down version of c++, which, while very clearly explained in its documentation (kudos Philip, you've done a good job here) is still a fully-fledged programming language, though with some of the fiddly bits abstracted nicely for the programmer. It's a learning curve I feel comfy tackling, so y'all can expect something in the not-too-distant future, though which of my several ideas I'll start with I haven't decided yet.
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