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Been a while since this post, but yours is such a good breakdown that I felt like responding. I actually avoided looking at comments for this long because I knew what a flawed experience it was. I'm at peace with it now.

Very much of the game's problems came down to time; the scope was too large for a single programmer, (myself). I actually had a lot of systems that I didn't have time to properly implement. The map is procedurally generated, but I didn't have enough time to make as many room layouts as I would've liked, so it ends up having the unintended side effect of making all the rooms look the same, which makes things super labyrinthine and frustrating. I wanted to create a navigation system, whether it was a map or an arrow telling you where to go, but I ran out of time. I also had ideas for more enemies, and more powerups, but nearing the end of the week I crammed the boss fight into the last day to give the game a proper ending, and then posted it, very stressed. As a result, the only enemy I had was the UFO, and that was implemented the second to last day. Didn't have much time to test spawn rates.

Put simply, I appreciate and agree with all of your criticisms. I had plans for most of the issues you brought up, but had not enough time to make them happen.

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Before anything else, I want to say: Congratulations on the scores! Top 100 overall is impressive in a competition of this size. The Graphics, Audio, and Theme scores were especially well-earned; the aesthetic is polished to a glowing shine! 

I definitely liked the game more than I didn't; there were many less-frustrating games in the jam that I still enjoyed less than Space Infused Daycare Simulator. The protagonist's physics-based movement was polished and fun, and I should have focused on that more in my original comment.

I'm not surprised that there were planned features that fell on the cutting room floor; most problems with game jam games tend to be the result of a lack of time to implement and iterate, and difficulty is the most difficult design problem. GBJam 11 was also particularly hard for me, and I was not entirely satisfied with my entry when the deadline came. It is what it is; it wouldn't be a jam if it didn't put us in a jam!

I still vividly remember my first playing this. Even after seeing the thumbnail and title several times while scrolling the entries, it was only after the infants were let loose in the station that I remembered the other thing SIDS stood for. You got me good; it was very funny!

I hope life is treating you well.