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Thanks for the response! I respect your vision and your commitment to avoiding scope creep, it's a good decision. It's easy to forget that the old games were built by teams of people too, so they had a lot of resources to throw at problems.

I agree that Elayne does move a bit quicker and more smoothly, and I noticed that in certain situations I could use that to manouevre around enemies and their attacks, so I think your approach works.

One of my big challenges with designing boardgames is getting caught in a trap of adding more features instead of just getting on with building the game. Plus, deliberately limiting features can create a more focused gameplay experience, which is often missing in modern games.  

I'm more familiar with boardgame design so the technical details you mentioned that come from designing a video game were enlightening. Are you working from an existing game engine or are you building your own?

Anyway, looking forward to trying the next demo!

Game development, like any art, is an iterative process. So more features can always be added in the future. But I can see how that might feel less natural for a board game, as they don't necessarily get "sequels."

I'm using GameMaker as the IDE, but I'm building the engine responsible for the gameplay. My engine does have a lot of little issues with it, so I should probably rebuild it from scratch for a potential sequel. So I might rush the project out of development hell so that I can move on to the next project that's built better from the ground up, so the next "demo" might just be the "final" product.