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Don't put yourself down just because you didn't deliver entirely on what you wanted; being able to design, create and submit a game in such a short time is a huge achievement. If it was easy, everyone would do it! Feedback-wise, there weren't a lot of people involved in this jam to begin with, so the amount of feedback was always going to be low (especially when many people will rate but not comment). I do understand your frustration though, it sucks when you put a lot of effort into something and it doesn't seem to be seen. 

Hopefully I'm not stepping out of bounds here for advice, but on a more general game jam note I recommend taking one of two approaches when you're thinking of the game to make. You can either keep the scope small and make as polished a game as possible, or be a bit more ambitious and make a game akin to a prototype. The best games for jams I've seen are usually one of those two types, or if they're larger and polished it tends to be because there's a bigger team (or using preexisting assets/workflows). It sounds like you maybe fall on the more inexperienced side (at least with the tools you were using), so I'd recommend next time going with a smaller scope in order to get used to the time frame and different skills required. Then you can build to bigger and better things :)

For this submission, I definitely think you should properly plan it, flesh it out, and finish it! You don't have to add a tonne of things, but I think you have some neat ideas here that would make for a great short game. At the very least you'll become more used to the engine, ready for the next game jam!

Thanks. These were really helpful.