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The playtesting process is great, isn't it? Through iterating on the old demo, median playtime has gone from a tepid 6 minutes to a spicy 41 minutes. Wow! Proto Garden's old fundamental issues stemmed from one place: free exponential resource duplication. This feature warped the entire game into its own image, hamstringing every other mechanic and severely limiting the design space. While somewhat appropriate for the idle-esque inital prototype I made in March, it wound up overstaying its welcome. Core mechanic changes:
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