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Sorry, I think we're stuck in a loop.

> we found that pushing gameplay systems beyond the prototype stage would require more and more effort

I understand that you're saying that some systems exist that can't work. I'm trying to understand what those systems would look like, and how the user would see it as being different. Do you have an example of the system/mechanic that can't work?




Not at a high level that is easy to express in a HN post, sorry. It's one of those "the devil is in the details and there are a lot of details".




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