Oh, I had to add that statue if Tymvaul's going to be there. And thank you! Unfortunately, being a writer is a double-edged sword. I look at game-devving as though I'm writing a story, and that means I want the world as fleshed as I can make it. That's GREAT for a long project, but it also means it's easy for me to go over the hour mark in a short game jam without realizing it. I never regret it, though. One of my favorite things in older RPGs was to find flavor text or secret items in bookshelves and cabinets, so that's why my games tend to have so much flavor text themselves. Show parts of the world that aren't mandatory, but allow the player to be rewarded with something for their curiosity.