As far as I know there is nothing non-trivial that I had to use apart from introducing state when it was needed by the game via monads and muteable variables. At first they were tricky because I was used to taking such things for granted.
What I can tell you is that the backend (which really needs no state) is much more easier to write in Haskell IMHO.
What I can tell you is that the backend (which really needs no state) is much more easier to write in Haskell IMHO.