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i'll try and give myself a little more credit, because i think i agree with you about it feeling "complete". there's too much stuff for the process, but for the product it feels about right. i think everything feels like it's serving a purpose and nothing important is missing. i think my actual issue with the product is that the level design is kind of slapdash and i feel like you sort of just end up fighting everything anyway. there are definitely enough resources to, and i'm not sure there are that many opportunities to reduce the strain with smart routing... if i had more time, i would've liked to stop and think through what different enemy placements or level geometries mean for decision making. and maybe make the boss a teensy bit scarier.

but i recognize that rough level design is kind of a luxurious problem to have given the circumstances :P thanks a lot for sharing your thoughts will, i always love hearing them

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I do kind of agree about the level design from the perspective of a level creator; I note that a few paths both start and terminate in an enemy, meaning you are, in fact, forced to kill both - but a big thing that I've been trying to internalize as a designer is that a simple puzzle/setup/etc. is far more complex to someone who doesn't know how all the parts come together. A player who fails once can take that information forward into a successful run and feel like they've "learned" the game. Perhaps a player will prioritize the mace now that they know it exists, and they'll prioritize zombies that they know will be in their path. This seems simplistic, and like there's a single "obvious" solution, but it's obfuscated at the start, which goes a long ways to providing the sketch with a sense of depth. I think I've mentioned this before, but that's part of the magic of these sketches - their setups are all so different that the joy and added complexity of learning a new set of rules balances out the more shallow parts that you're forced to accept due to the time constraint. Perhaps this is smoke and mirrors in a sense, but also, so is almost everything else we do :v