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(+1)

Yeah, this is the smoothest I remember it having gone. It was downstream of an intentional decision to limit the number of mechanics.

It feels a bit double-edged, though, since I *like* games with lots of crunchy interactions and I maybe could have gotten away with more. I think the ideal calibration would have put things just barely inside our limits, and from that perspective I undershot it.

I guess each time it's better to go under than over, but if you never go over it's probably because of not taking enough risks.

(+1)

I suppose it depends on what you want out of it. To create a complete experience (the main goal of 7drl I think)? To conduct an experiment? To build a platform to build on?

If it's the first one, undershooting and polishing instead seems correct.

(+1)

It's correct in the sense that you do end up with a result that meets the goal. It also leaves potential on the table that could have gone toward "more game."
If there are two hypothetical undershot projects that both end up polished and complete but differed in level of ambition, I suspect we'd agree that the more ambitious one got the better result.