Yeah, I can understand. I was working on my game for 71 of the 72 hours, well, besides sleeping, and the last hour was spent doing 10 builds trying to iron out last minute build breaking errors, or debug things left in, or settings set, that allowed me to test. xD I remember my first build, the ending wasn't triggering, it was because I had forgot to 'save' my script when I built it, that would set the ending 'active'. I fixed that, but to test it I had manually given myself the battering ram to get through the door leading to the exit, only to then try the game build, and realize, now the player had the battering ram from the beginning. Rebuilt that, and tidy'd up the 'ending' code, only to realize that in doing so, I had stopped capturing the movement data when triggering a puzzle, so now players would trigger a puzzle and be able to run around the dungeon with it on their screen! Last minute aspects are a tremendous pain. lol I know, next Jam I do, to plan to be 'finished' on the second to last day, no new things added after the second to last day, and spending the whole final day on testing! Yet, if I had done that here, there would only be two types of puzzles, no ending, among the problems the game still has! So, oh well, lol, first Jam for me, so it's been a great experience!