Thanks @mayorDump and @BrandyBuizel!
No problem if you're not up to making a full game for it mayorDump, but if you do feel like trying to make a game then go for it and if you don't finish then don't worry about it. One of my goals is to plan things out to account for the fact that life happens and not everyone who starts will be able to finish, so in broad terms I was thinking
1. Pick genres, and first just design minimalistic games with core mechanics. At this stage placeholder graphics are fine and you don't need to build interactability into your game yet but should keep plans to implement interactions between games in the back of your mind.
2. Re-convene and see what games we have, then decide how to combine them into a meta-game and the structure of the publicSaveData object. This would also be a good time to invite art, sound, and maybe storyteller people to contribute, especially if we want to use the same character(s) in multiple games.
3. Implement interactability between games, and add art, sound, and polish.
4. Beta test.
and you could help with game integration, assets, and beta testing if the first step falls through.
I'd like to shoot for a few games in the collab (nothing too big for the first time this is attempted) and once some more people post then start planning what genre of games people want to make. I wouldn't hold people to their initial choice, and it wouldn't necessarily be bad if two different people each made say a top-down shooter, but better if not everyone in the collab ends up making the same genre.
I wasn't too worried about obfuscating the save data from players for this project. But the value in the Local Storage key/value pair is just a string that happens to be a JSON encoded object and is displayed like an object instead of a string by browsers, so I think (but haven't tested) that adding any simple string codec between the JSON encoding and reading/writing steps should do the trick -- preferably an algorithm that's easily coded in JavaScript, Haxe, GDScript, and C#.