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hey friend! this isn't gonna be the most helpful comment but i just wanted to let you know that game dev is hard, and building rpg/battle systems from scratch especially. that kind of system can take a while to get in place not to mention balance--you won't see a lot of built-from-scratch rpgs by beginner devs in game jams. rpgmaker is definitely a more comfortable alternative than unity bc the rpg systems are already built in--but if you're looking for something more specific and you want the satisfaction of building it yourself, unity is a pretty practical alternative. just know that there's no exception or laziness involved--these things you're attempting to build are difficult and often very frustrating. a lot of systems i build are like that: is this going to work? have i been walking in the wrong direction all along and now i have to spend double the amt of time backtracking and trying something entirely different? walking in the wrong direction or into walls isn't failure though--it's learning. if you get it right the first time that's well (and often lucky) but failing ten different ways more often than not will teach you ten different things even if it feels extremely frustrating. i have many dead prototypes for plant games that people don't see: of course i don't show them, and often it's frustrating working with them. but i can tell you i'm ready to build much more functional and interesting games on a mound of prototype corpses. it's part of my game dev process: i understand it's experimental and failure is another really useful learning tool. even if it doesn't feel like it, you're on the right track. don't be afraid to switch, scrap, or try something different, though. it's not worth it to burn out on something that isn't currently working. best of luck!

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J, that was, in fact, the most helpful comment to hear right now. It's hard to accept that sometimes, the biggest and brightest of your ideas will takes years to fully develop. In an environment where most game devs I've seen have the experience and know-how to bang out a workable prototype within 24 hours, and knowing that's just the standard for a lot of people - it really messes with my head sometimes. So, I appreciate the pep talk - but I especially appreciate how you've been ready and willing to take the time necessary to comment on my thread since I started. It means a lot to know that there really are people out there paying attention to what you're doing and hoping you'll succeed. It gets hard to remember sometimes.

I've come to terms with the fact that this particular project won't be 'completely' done in time for the jam, but I can still spend enough time tinkering with the prototype that it might result in something fun anyway! So, I'll try that!

And, once again, thank you very much for your time and patience!