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Thank you very much for visiting and for the kind words!
This makes more excited about continuing it and finishing it :D

As the devlog consistency, sometimes I could skip day or two without doing anything, and the other days I'm fixing so many small things that I forget what I did (even when committing to git :D ), and I'm trying to pair every devlog with a video, some finetuning staff like pumping the color of something minor I don't feel worth to mention in the devlog. But yeah maybe I could include even the small changes while not mentioning them in the video.

Thanks for taking the time to watch the vids and write a comment :D

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I feel the inconsistencies of available time to work on my game myself so I understand.
I feel my devlogs are great, but time availability does hinder progress and subsequently the devlogs. (I don't have anything playable that is interesting enough yet.)

Maybe in a jam about devlogs, start with goals at the beginning, then end with where progress got you at the end of the month. Maybe at least one update a week even if it is to show where you are or what you are planning.
Each time tick off something you want to accomplish, even if it is part of a whole, it helps write the devlog.
Each time you patch something, put it on a list. Then the devlogs write themselves.

A lot of released games follow the cadence of giving patch notes of the things they remember, but I feel players want to know what they are working on.
I know  bugs come up unexpected and obviously no bug is planned, so patch notes are a great medium for that, but if adding features, that is where I think the goals come in.

How many times have you heard in a game that the "developers didn't listen to the fans" or they "want something fixed, developer isn't listening". If you let them know it's on your list, even if you haven't fixed it, it shows you know about it and are working on it. Players just want communication. Communication builds a strong community.

I think this could sell really well once you are done with it if that is your plan and keep actively communicating to players. Already told a couple friends about the concept and they were intrigued and interested in playing once it's completed.

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Oh wow! That makes me really happy that some other people like the idea.

Surely you should listen to the players who tell you what they would like to improve, but also I think it's important to maintain a balance between that and what you actually want to do, because you can't really please everyone too, if you do your game will become something generic and that could defeat the purpose of it as art.

For devlogs I think I should make more raw videos of showcasing the bugs or the features I wanted to add without doing a lot of video processing, that can speed up things.

Yes I think you have nice devlogs, pretty detailed, good luck in getting it to playable.
As well as my game isn't pretty playable also (still as a sandbox), it's still not refined, and I'm working towards making at least a good gameloop, cause I think it's about time.