Jonathan Blow demoing a programming language for games. Plenty of interesting things.
compile-time code execution — being able to do codegen at compile time seems potentially really useful (speaking from recent experience wrangling code generators and keeping generated code in sync with the human generated stuff)
scalability — there are things about compilation, dependency management, and the arbitrary compile-time code execution that seem … risky when used in the context of large, complex projects
control — will this language provide the level of control that a low level engine programmer needs/desires? Alignments of all the things, segments, SIMD/intrinsics, inline asm, _penter hooks etc. (to name a few things that I can think of from the past week) It doesn’t need to, but I wonder about these things.