Well, after a bunch of hours agonizing last night, I finally took advice from others and started trying to build something in Heaps/Haxe. Which is pretty cool and easy to work with. But at the same time, after having fiddled with Unity/Godot before, doing all the manual spritesheet cutting, and frame control became too time consuming and tedious.
So I decided to stop and start using Godot to see what I can accomplish with it. I got a character spritesheet on itch.io and animated it, and added all the controls. Then I found a Voxel collection made in MagicaVoxel with the original files. And found you can export Isometric tile sheets with it for each voxel. After some fiddling, I got useable map tiles that look amazing. I am honestly super impressed with MagicaVoxel, both in the 3D but also the 2D output looks amazing. Added some rough collision and have what is below.
https://www.youtube.com/watch?v=mH72iNXq4i8
It looks nothing how I envision it, but with some custom art, and some more tinkering, I can get it there. I think my idea had too much story/build up to make it in 48 hours, let alone 72, at least at my experience level.
It doesn't qualify for Compo since I am using 3rd party assets still, the goal was to make my own, but I was slowed down so much by figuring out how to build anything, I decided to not worry about it unless I actually made any significant progress.
At this rate, I have no illusion on actually finishing anything in 72 hours. In the sense of getting something that has a gameplay loop. But honestly I knew that would be a thing, so I didn't set hard expectations on myself. I'll treat this as my practice round for LD49.
Now I might redo this all in Unity, and see which I prefer in terms of capability and ease of creation. So far, I finally figured out Godot where it doesn't seem unintuitive to me.
I am also debating attempting to do this in 3D, but who knows.
TLDR: Not going to finish, but still learning tons, and have something to show for the weekend so far, so not a complete waste.