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Lot of work there. Art is very cute and polished and so the sound design. I had some freeze issues like you mentioned in the description but only at the beginning. I can't understand how you managed your time to build : options, intro"duck"tion, tutorial and all the stuff in your game but that's impressive.

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Sleep deprivation is the key to success (kinda)!

Jokes aside, on the first two days, I try to really plan out (with pen and paper and all of that) what I'm going to do and how much stuff I can get away with without wasting too much time. This is also when I draw my assets and narrow down the game's scope.

I think it is also important to plan ahead what kind of systems your game needs and which ones need better code. Some things can be done with lazy code and work fine, but others might benefit from better coding patterns and modular approaches.

The rest is intense work and good schedualling. I was lucky to have some extra time for this jam, but had to do a crunch at the end to get sound effects done and remove remaining bugs

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Haha I see. And now you cannot recovery your lack of sleep because you have to play games, and review them ... but hopfully this part is less time-consuming and gives no headache. As a 4 months Godot user (GDevelop before)  I was completly trapped in my own maze during the development of my game (I know that 3D was a bit pretentious for my skills) , but it's a logic and a essential way to approche engine game when we are not familliar with coding but that was tough. Thank you for sharing your labor with me. ;)

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I get it. The first months of learning the engine are frustrating. I have a background with coding that really helped to get into game dev, but sometimes it is really easy to feel stuck or feel like you are wasting time while trying to implement ideas or personal projects