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Thanks for the links!

I suppose in one dimension, the Slow Game Jam could be considered a paradox, but I chose to think of it more as a guide for design decisions than as a practice of slow movement itself. That said, I'll still try to avoid being in crunch mode all week long.

One of the nice things about this jam, as waferthinninja pointed out, is that we have time to really think about the design of our game before we're allowed to start creating anything. Hopefully this increase in thinking time will lead to a less hectic development time, as well as more thoughtful design?