I wouldn't use SL to prototype an idea intended for any other platform. SL is a pile of quirks and interface issues which need to be worked around -- issues you wouldn't have anywhere else. Why spend effort trying to make a game make sense within SL, just to un-work all those works you worked in order to make it work somewhere else?
After all, what does SL do really well? Avatar positioning in a 3-D space and clicking on objects is about all I can think of. You can't restrict the camera, so your game can't rely on having a viewpoint that can't no-clip through all of creation. Complicated inputs are difficult, as outside of prim-clicks and chat inputs, you have to do obtuse things like pop-up menus or HUDs or control overrides (which new SLers get easily confused by). Physics is semi-reliable, but my physics based games have broken so many times when LL decides to implement new versions of Havok that I'd never make another one.
Now, one thing SL could do for you is allow collaboration on a game project. You can share art and sound resources, design docs, have meetings, talk it over in voice chat, etc. But that's great for projects in general, not just games, I suppose.