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Thank you for the feedback, I appreciate it. Looking back I feel like I underestimated the complexities of the underlying systems that would need to be in place in order for it to sing.  It's not even the systems that I find problematic to build. I discovered that I am not enjoying content creation (story) and felt that I lean more toward systematic games. 

Thus, I will probably not be finishing the game. The amount of time I would need to put in the project does not feel justified against:

  • the timeline we have for the bootcamp
  • the fun-factor that it would result in
  • a healthy rule of twice

I still think it was a good learning experience in terms of to be more careful around game concepts where you don't have experience building the fun factor.

In hindsight, I might have to go with a different path next time around. Might need to first establish my fun-building skill as well as completing short projects before I try to "innovate", since the unknown always takes up more time than we anticipate.

It's hard to pinpoint where I went wrong, which is a bit frustrating in regards to "how to get better?"

Yeah, I went down a similar path as well. Fairly similar type of game too. Content just felt bottomless. I thought AI could fill the fluff but really it's one of those things where you spend a 1-2 man days writing 10 minutes of gameplay worth. I would say that building the content generation engine is a really big part of the genre. I actually built a tool for it, which was a big part of holding my sanity throughout the bootcamp.

The game reminded me a bit of Cultist Simulator/Book of Hours, which I loved. It's a bit of a puzzle, the hints are unclear, but spotting patterns in how the cards match, you'd figure out which cards to play.

But do let me know if you want to work on something together next time. Seems like we have similar tastes and approaches.