I'm a massive fan of Clojure (I spoke at EuroClojure this year), and have used Unity3D for 5 years... I was also the developer of the first big iOS Haxe game, another unproven platform at the time, years ago.
I would be very concerned about straying too far from the garden path while also trying to ship a commercial game.
Unity's GC isn't even generational, a very bad mix with garbage heavy Clojure code. Expect confusing, bizarre and transient performance and memory use issues. Debugging will be a nightmare.
And on top of that, Stack Overflow doesn't have an unlimited supply of Clojure JVM answers; Clojure .Net through IL2CPP? Forget it; you'll have to figure everything out yourself.
It's generally a mistake to make the initial development more pleasant at the expense of long term maintainability; and I think that's the trade off on the table here.
I would be very concerned about straying too far from the garden path while also trying to ship a commercial game.
Unity's GC isn't even generational, a very bad mix with garbage heavy Clojure code. Expect confusing, bizarre and transient performance and memory use issues. Debugging will be a nightmare.
And on top of that, Stack Overflow doesn't have an unlimited supply of Clojure JVM answers; Clojure .Net through IL2CPP? Forget it; you'll have to figure everything out yourself.
It's generally a mistake to make the initial development more pleasant at the expense of long term maintainability; and I think that's the trade off on the table here.