Not to mention Alex's coding style is fundamentally incompatible with making any sort of scalable 'platform'. This isn't even explicitly referring to his general awful quality of code, because if you cleaned up his code, its still tightly coupled, highly dependent stuff. Any sort of viable platform would require a very loosely coupled, adaptable architecture. Preferably as far as a system that can arbitrarily register new assets, elements, and even code when it initializes to just ingest anything that's thrown at it. Even if your not publicly exposing that functionality to the community, ALA a proper modding support and API, such flexibility is key for implementing the wide range of features and functionality that any platform that could compete today would need.
Its a moot point, because nothing in yansims design is suitable as a platform. What players like about the game, the premise of shtabby shtabby crafted and interesting characters, is not compatible with "lulz lets add a gundam mod". Even if you let players do it, most of them won't really want to. The successful platform games out there started as excellent open sandboxes in their own right, driving creativity, and the community took the wheel from the company and dialed it up to 11 because that creative drive had already been started. If Minecraft had launched with just grassland and forest biomes with associated blocks, the three OG mobs, and a fully fledged modding API, it probably would have died. Instead it kept expanding the possibility space, offering both some direction and reason to do things, while mostly stepping aside on the how to do so.
In contrast, Alex implemented a wiki of *exactly* the steps you need to take to play the game as a checklist, no creativity or inventiveness permitted, much less required.