part of this also stems from really badly wanting to make something artistically meaningful, while also making a roguelike game and being scared of putting off players who want to get straight into the fun mechanics. im learning where that balance sits for me
i've learned a lot about my strengths and weaknesses recently.
i know i can make something fun to play around with, which feels good to play. i think i can make something with pretty good strategic depth
structure and pacing? *story*? those are a struggle right now
i've made some poor decisions out of anxiety.
what if the game isn't interesting enough? i shove too many concepts at players too quickly and bloat the game
what if story puts people off? i present bizarre elements without explaining, justifying, or motivating them properly
both lead to confusion