{"author_link":"\/users\/megurt","author_name":"Megurt","author_uid":"megurt","comments":[],"epoch":1776717256,"event":"LD59","format":"md","ldjam_node_id":430567,"likes":4,"metadata":{"p_key":"96113","p_author":"Megurt","p_authorkey":"1397356","p_urlkey":"311610","p_title":"Unreleased content for Jam","p_cat":"LDJam ","p_event":"LD59","p_time":"1776717256","p_likes":"4","p_comments":"0","p_status":"WAYBACK","us_key":"1397356","us_name":"Megurt","us_username":"megurt","event_start":"1776470400","event_key":"113","event_name":"Ludum Dare 59"},"node":{"_collation":{"body_sanitizer":"TextUtils::SanitizeHTML via existing importer","event":"LD59","removed_author":false},"_superparent":424249,"_trust":1,"author":397356,"body":"You almost always run into the same **problem** - you have to cut content and planned features to finish the game on time and give it a proper level of polish.\n\nIt's a **sad reality**, but a real one we have to live with. And this applies not only to gamejams, but to **gamedev** in general\n\n**I'd suggest sharing in the comments** what you wanted to make, or what didn\u2019t make it into the final build, so that your efforts don't go to waste.\n\nIn my case, I had to feature cut **shark** enemy because setting up its animation skeleton turned out to be a real pain\n\nI also ended up cutting some upgrades and sonar signals.\n\nHere is my game :arrow_right: https:\/\/ldjam.com\/events\/ludum-dare\/59\/the-sea-of-stars\n\n![shark.png](\/\/\/raw\/c20\/16\/z\/70ed8.png)\n","comments":5,"comments-timestamp":"2026-04-20T21:27:23Z","created":"2026-04-20T20:18:59Z","files":[],"files-timestamp":0,"id":430567,"love":4,"love-timestamp":"2026-04-20T21:21:37Z","meta":[],"modified":"2026-04-20T21:27:23Z","name":"Unreleased content for Jam","node-timestamp":"2026-04-20T20:40:52Z","parent":424969,"parents":[1,5,9,424249,424969],"path":"\/events\/ludum-dare\/59\/the-sea-of-stars\/unrelised-content-for-jam","published":"2026-04-20T20:34:16Z","scope":"public","slug":"unrelised-content-for-jam","subsubtype":"","subtype":"","type":"post","version":1359215},"node_metadata":{"n_key":"430567","n_urlkey":"311610","n_parent":"424969","n_path":"\/events\/ludum-dare\/59\/the-sea-of-stars\/unrelised-content-for-jam","n_slug":"unrelised-content-for-jam","n_type":"post","n_subtype":"","n_subsubtype":"","n_author":"397356","n_created":"1776716339","n_modified":"1776720443","n_version":"1359215","n_status":"WAYBACK"},"source_url":"https:\/\/ldjam.com\/events\/ludum-dare\/59\/the-sea-of-stars\/unrelised-content-for-jam","text":"You almost always run into the same **problem** - you have to cut content and planned features to finish the game on time and give it a proper level of polish.\n\nIt's a **sad reality**, but a real one we have to live with. And this applies not only to gamejams, but to **gamedev** in general\n\n**I'd suggest sharing in the comments** what you wanted to make, or what didn\u2019t make it into the final build, so that your efforts don't go to waste.\n\nIn my case, I had to feature cut **shark** enemy because setting up its animation skeleton turned out to be a real pain\n\nI also ended up cutting some upgrades and sonar signals.\n\nHere is my game :arrow_right: https:\/\/ldjam.com\/events\/ludum-dare\/59\/the-sea-of-stars\n\n![shark.png](\/\/\/raw\/c20\/16\/z\/70ed8.png)\n","title":"Unreleased content for Jam","wayback_source":[]}