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Thanks for playing, and glad the yield mechanic clicked with you!  It was kind of a whim at first (the "cleaning the hero's mess" was our primary theme), but once I realized it'd be a bit of optional difficulty (that people like me really get tricked into trying to optimize), it seemed perfect for a jam game that I'd likely balance to be way on the easy side.

I'm glad you liked not having a map!  It was definitely a bit of a hard decision (especially because people often praise the minimap in feedback ^_^, though that always feels a bit unfair since that's mostly just part of the engine anyway), but led me to (hopefully) make smaller levels that don't need a map.  Except for the branching fire one which was a little intentional and it warms my heart to hear you had to make a little map =).

Nice to hear the art feedback.  The creatures were mostly sourced from 32x - 64x size pixel art, and often I had to reduce a lot of color detail to fit it into my chosen palette (and to make the Depixel algorithm work better, as it likes being able to detect connected components clearly).  The environment was all slightly edited versions of the, of course, 12x12, small-palette, textures, and scaled up quite a lot more.