:) Thanks! You win the prize for best in-depth comment!
That’s a really good point about eventually becoming so unwieldy that you aren’t really making choices about your build. Part of our motivation was definitely to lean-in to the chaos of too many things happening on screen. But I think with our periodic level-up mechanic, we should be able to balance this to have the best of both worlds–toward the beginning of a growth level you should be able to build with intent and produce varying builds and play styles, but by the end of a growth level you get the too-much-going-on madness, then you level-up and repeat the cycle. If we extend this game post-jam, I’ll keep that balance in mind!