Did you make a hard game?
Was it intentionally hard?
Or do other people need to "get good"? xD
I've found that because of the tight deadline and gameplay being in constant flux, it's hard to give yourself time to do a proper balance pass before submission. There's always that one more thing to add or that killer bug that gets in the way.
Is it better to make time at the end or balance as you go? - or just wing it
What strategies have people taken to try and tackle this, and what advice would you give to others?
We made a game designed to panic and rush player between multiple rooms but didn't give enough time to considering the impact of a first experience which lead the first play through being a bit confusing. In retrospect a more controlled introduction to each of the mechanics would have been ideal.