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Thank you! It seemed like the right choice to lean in to. I'm new to coding but I've been making websites since I was a teen for fun, so it let me use my strengths which was important for that short time frame!


I think the responsiveness and cross-platform functionality also makes webdev really appealing for broad releases and I'm excited to experiment more with making games using it! 


I think it's important to design around what you are working with, which is why the game is point and click - designing the game around an interaction mechanic like that (versus seeing it as a limitation) is, imo,  key to making a good flow through the game loops. I think webdev in general works with that concept: games that are built with the knowledge of their architecture can tailor the gameplay to mitigate or enhance the limitations of that engine. For example,  a webdev based game can highlight clicking through art and page reloads through things like (clumsily coded) additional displays, like of random memories. 

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I agree with everything you say. I even tried to push boundaries beyond point&click mechanics with one of my older game Icarus. There is a destinctive border showing up (e.g. when it comes to precise collision detection) where web tech is coming to it's limits - but a large amount of typical Game Jam games imo would profit so much from web tech (e.g. in comparison to Unity) in so many aspects - I keep my eyes open, curios to find more good examples like your game :-)

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I'll have to check this game out! 


And yes I agree about webdev in game jams - I think the speed we can do stuff in is a huge benefit!