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(+1)

There were so many hurdles I don't even know the biggest one lol. 

Just to name a few:

-The length. I 100% planned for my game to be short and under and hour. I.e. it would be a game that I myself could beat in like 30 minutes so that new players would be around the hour mark but, uh, that wasn't the case. It took my way longer.  So, uh, oops. Don't regret it at all if the game needs to be longer than an hour it should. If I lose points because the ending isn't judged, then that's how it is.

-The time limit. This is my first ever game jam. Heck, this is my first ever game I've finished (my other game is forever developing).  One month feels like a long time a few days in, but feels so short when you've only got a week left and still so much left to do. If I ever do a Game Jam again, I am 100% managing my time better now that I have experience with just how strict it is. 

-Myself. I get ideas for a game in my head and I just want to do them. So many things could have saved time if I didn't want to add a certain thing but nope that's not how I work. The worst part is I don't know if players will even notice or pay much attention to the smaller details. Maybe they will?  Either way, I remember Steel from Studio Blue saying that a Game Jam really shows what you as a developer focuses on in development, and I definitely focus on the smaller details rather than the bigger picture. 

(+2)

Everything I read is like it's about me.

I especially want to note the moment with small details. For example, I was busy with such small details in GIMP, even to the point that I rearrange books on the shelves in ready-made assets of some bookcases. Although I could have spent this time on something more substantial.