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Thanks for playing and the feedback. We are glad you enjoyed enough to play all of them.

We tried to make each dungeon different, including making some more challenging and scale up quicker to play on the luck of the spin mechanic. Still, there are certainly some things that could have been made more clear or worked more smoothly. The water level was one we redesigned a few times to try to find the right balance, and will take another look at. The arrow dungeon was meant to be challenging, though maybe we did push a bit too far for a jam game.

The goblin spearmen were designed so they only charge in one axis, though we need to update them to give a better visual clue as to which way they will charge. I think a longer fuse on the bombs is reasonable and we will do some testing with it.

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thanks for responding!

y'all did a really good job for a game jam! i agree it could've been a lot for a game jam but in my opinion be ambitious, it leads to the most creative outcome. but at the same time watch your scope y'know? it's good to reach for the stars! just dont always expect to catch one. is a good saying i made up 5 seconds ago.

on hearing y'all's vision i actually want to reiterate that i think that the dungeons varying idea was a really good idea! but i do think that maybe some supporting mechanics could help that idea flourish? that's more a critique if y'all plan to continue developing this game. 

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We love jam feedback and discussions.

We've done a number of jams at this point. Our early ones we way overscoped. We are a bit better now, but do still tend to plan out more than is reasonable for a jam, and then scale back as needed. This started with the kids messing around for practice and not with a jam in mind. When we decided to turn their couple days of practice into a jam game each had core mechanics and 1 testing dungeon. We only had just over 2 days to work with, so scope was a big concern. We gave ourselves a tiered approach so we could focus on getting something done, and then enhancing if there was time. The base goal was probably still a bit ambitious, but was 4 distinct dungeons with a boss in each, and the spinner to pick them. Next was adding in the final boss fight after the per dungeon boss. We only submitted that update an hour before the deadline, and just before Itch got overwhelmed. Finally, if we had the time, we wanted to have a full final dungeon before the final boss fight.

This base does lend itself to procedurally generated dungeons, or having more dungeons, possibly with each path splitting off after you beat the boss into additional dungeons only down that path. Yeah, we have lots of ideas for potential ways to grow this game, as well as starting fresh with the core action-adventure style. We haven't decided yet were we want to take things.

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it's good to hear that y'all have done so many jams and also have struggled with over scoping. this is personally my first jam and as a solo developer i actually also struggled with overscoping a bit and having to scale down.  at first my game idea was about just a bird collecting from a spinning bird feeder but i couldn't really figure out how to make the seeds fling out from the bird feeder so i ditched that and made it "survive the seeds falling on you". i think it's natural for every developer to overscope some, especially in a game jam. game development is an art, in art you have to refine your piece a lot. there's touches you add and others you have to remove, the vision always comes together in one way or another though.

it's nice to hear the evolution of your game! a tiered approach def makes sense, especially with more people.  even if it was an ambitious goal i think that y'all did a really good job in the end with scope. 

i think if y'all did want to y'all could really make this project shine if you wanted to! maybe you could add a skill tree or something, that would be cool if you continued this project.