For a contrast, I don't notice compile times at all in just about any language for the most part: when you reach the "few million lines of code" size, there's no language that is going to be instant; and for embedded/systems work, committing a change can involve things like creating builds for N different architectures and running a test suite that may have to control hardware [run times of the test suite are measured in hours to days]. At this scale, anything that the compiler catches, even if it takes an hour to compile, saves an order of magnitude more time later in the process.
It's legitimately a hard problem to design a language that works well for both projects in the few tens of thousands of lines of code size -- i.e. tossing together a quick prototype -- and scales to millions of lines of code or larger.
I get that there're some differences in the games domain, but I don't quite get your examples, because changing the position or color of objects seems like a data and not a code change. If you have these properties as data you might be even able to change them on the fly, in the running game, which will increase your iteration times quite a bit more than any faster compile times.
Still, I appreciate your optimism. I'll give it a shot! Especially for things that aren't graphical.