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Thanks so much for your feedback, and your time. Congrats on placing 11th - that is amazing - and a fun game! The mini-game with the ball was a great idea! I'd decided to do an idle game this time since I hadn't done one before and I use game jams as a learning experience. I quickly realized how much my plan of uncovering features wouldn't work for a jam (assuming most reviewers only spend a few minutes playing) and I did over-focus on the systems rather than the juice. All good lessons! I agree - a fully functioning (and visually appealing game) at the start would have improved this - I could have added more juice as I went along. I had fun but would do it differently next time! I always appreciate when fellow game devs share their experience.

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I'm going to be doing a ton of game jams over the next few months to sharpen my unity skills.  I'm looking to either work for a studio or go independent for a career now that I've finally finished my CS degree.  It's what I've wanted to do for a long time, so I've been really making it my focus to improve and build a portfolio.   (Im older than most people think when they talk to me, lol).

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All the best, mate! I try to do 3-4 jams a year. I need to find a way for them to be less stressful - probably do more planning and proof of concept up-front, since I usually end up with too many features and hit obstacles (I lost a day trying to get vfx to display in front of the canvas, though I'm not sure how I could have avoided that without experience). Building a portfolio is a good idea if you want to work for a studio, especially showing that you can generate ideas and functional games in a short time. Feel free to follow me on Twitter (@PixelShenanigan), I share a lot of Unity tips.