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Oh, the most detailed answer I got is from you.

 Thank you for taking your time and answering and interacting!

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You too? Many didn't get the chance to work on their entries for the ten days jam period; some worked only 3 and 4 days.

Yes, to some developers, game jams can be a productive way to learn new skills, improve older ones, and develop content that can be enriching if properly made.

Yes, trial and error and iterations can be very time-consuming. The thing is to focus on ideas. If well crafted, sticking to them would be smarter.

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Oh, so you were a classic NES fan too. I never played Zelda on the NES. Back then, when I was a kid, most of my playtime was spent on Megaman 3 and 4 and Super Mario Bros 3, among many other games.

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Oh, thank you. You know, I asked a lot of other participants the same questions, and I got many replies, but yours was the most detailed answer. Thank you for our ratings; much appreciated.

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Yeah, immersion problems, puzzle solving, exploration, and discovery captivate many players.

You mean the timing of releasing the game? For some game genres, especially if it's not a crowded niche, it can be successful and rewarding?

Is Godot hard to learn/master? And when you made a project for the browser, did you notice any limitations in terms of rendering features? I used the Unreal Engine, and when I made a game for the browser, not all rendering features worked correctly, like emissive, bloom, fog, and many others that don't match the quality of Windows. Does Godot have a visual scripting system for non-coders? I wasn't able to finish all I wanted for the jam; I was forced to set aside many gameplay features that didn't properly work.

Thank you again for answering the questions and commenting.

-Ilias"