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While I definitely recognize the massive undertaking a game of this scale is to execute on, I would echo the sentiment that a lot of people felt and that was the real time waiting made me bounce off of this super hard. I basically opened it up, clicked upgrade on all the things I could and then just sat there wondering what I should do next, after a little bit of poking around I kinda felt like maybe there wasn't anything I could do but wait.

I think this type of game would work well as one of those desktop games that sits right above the task bar or whatever, like desktop fishing etc.

Good job on the general polish and feel but for me it didn't feel like there was much game, it reminded me a lot of old Facebook games where you spend energy and then wait (or pay) for your missions to complete.

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Thanks, we appreciate the perspective, but that is the design of the game on purpose. It makes sense it's hard to enjoy (or get the real experience) in 30 seconds in a game jam setting. We can try a quick version where you're basically playing it like a regular RTS (which could be cool) but that would be a very different experience. This is meant to be an MMO and if it worked like that everyone would have to be on at the same time playing (or at all times) or you would quickly fall behind, and players would explore the entire galaxy in a hour or less, and it would soon be saturated. Obviously, that wouldn't work in this jam setting either, because everyone wouldn't be playing at the same time, and it would basically be impossible to balance. Even in a normal situation, it would be hard to manage an MMO gameplay experience like that. So, as I said before, it is meant to be played as you described, async, in the background.  

It's a experiment, an obviously not for everyone, but changing the speed that much would fundamentally change the type of game we were trying to make.  Believe it or not, there is a significant number of people actually playing Deep Night this whole time, which honestly we were a bit surprised about in a jam setting.          

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I love the concept of it, at least the micro MMO aspect, but those types of wait games I definitely bounce off of myself. I totally agree a game jam is a hard time to do that for various reasons. I do think that having a faster paced version of it for the jam might have helped, I know that kind of kills the purpose of the game but game jams have narrow windows to hook people.

I've been toying with the idea of setting up a tiny persistent little micro MMO for a game jam but you know more traditional gameplay of just wandering around killing monsters and I've seen some others who have done some cool ones in game jams, but it's exactly as you described, almost nobody else ever sees anyone else in the world. I will still probably do it at some point, but it's a weird fit for sure.

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Yeah, definitely. I would love to see the more traditional micro-MMO in a game jam, that's a cool idea. I'd play it! 

We're going to keep experimenting and likely we will have a faster mode for a future demo (even if that's not the usual core gameplay). I like the idea of adding a blitz mode as another option where players can spin up a galaxy to play with their friends on fast settings. Different style, but kind of a fun multiplayer option for one sitting.

Thanks for all the feedback.