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Hey Bugala, thanks for the review! 

By the way, I really love your reviews as they are so through. 

Yeah, about the number of players, it was actually more of a hassle than I expected it to be. The game template that I used had 10 characters so I figure as to not break anything to keep 10 characters. The characters pretty much all play the same, so you can pick one you like and not be at a disadvantage for not choose a specific character. 

Another thing, the bumper engine is made formaking games like the Dreamcast era Sonic Adventure games, that focus on speed based platforming, not really exploration type platforming, although that's what I was going for with my speed game. Myself personally, I don't think that an open world sonic game would work too well, but I decided to give it a try anyhow. 

Also, level design / level difficulty has always been something that I have struggled with. Again, I could have implemented more, level design wise, if I didn't have to fight with getting the dialog and way point arrow to work with 10 different players. That alone ate up most of my 2nd week of speed game.

Lastly, I always have a struggle with designing bible games, as I want to present the Bible, without seeming too preachy or not making a lack of Bible knowledge a game penalty. I wan't my games to be a way to learn more and not make you fell bad if you you don't know any.  And this always seems to be a challenge.

And lastly, lastly all of the music in my game was played on keyboard by my lovely and talented wife. She loves to play hymns and I love how she plays. I know not all of my speed games have used christian music, some used royalty free music without words or chiptune music. I know that not everyone will like christian music, so there is an option to turn the in game music off, so you can listen to your own music as you play, if you wish. 

But definitely the biggest take away I got from this years speed game was to not think big. Think small, and as time allows, get bigger. 

God Bless!