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Why I'm Quitting Game Jams (To Finally Ship)

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Game jams taught me how to start. They never taught me how to finish. After years of collecting a graveyard of promising but incomplete prototypes, I'm drawing a line in the sand. In this video, I'm deleting most of my old projects and committing to a new system: Search Fast, Commit Hard. This is the MercuryFalls philosophy for building games that respect the player's time and my own. It's about finding the fun in 7 days, or killing the idea without mercy. This is the new rulebook I'm using to finally ship my dream game, a "Stardew meets Satisfactory" automation RPG. If you're a developer stuck in the "prototype trap," I hope this helps. Join the journey and watch the system in action.
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