The design and development process for "Fingers Crossed" has been consistently rocky, with frequent indecision and mixed feedback plaguing our progress at every turn. Despite having supreme confidence in the efficacy of our ambition, I too faltered as morale wavered, and uncertainty loomed. The frequency of uneasy sentiments gradually climbed, as each of us individually questioned if we had been charting the proper course to success, leaving us little option but to charge forth, unafraid of our seemingly incorporeal destination.
Because of this, it is with great pleasure that I feel the last week of progress can be described as no less than an absolute triumph. Both in terms of feedback from various testing parties and of team unity, our path has been made clear, and we are able to proceed with full knowledge and comfort that we are where we would like to be.
At this point, most of our incoming responses have pertained to the clarity of information, and several of our players have had various nitpicks about the nature of our interface, which is exactly the kind of problem that we want to be having at this stage. If such a large portion of our testers (for what we are declaring our "alpha build," to be clear) are garnering such enjoyment out of our game even with myriad rough aspects, it suggests to me that the quality ceiling of our game is far higher than I had ever imagined.
I know I say this fairly often, and it comes across as severely overbearing, but I am tremendously proud of the excellent quality of work that my teammates have consistently put forth. I have said this many times, but I am truly thankful (and exceptionally lucky) to be honored to work with such kind and talented people. They make me extremely hopeful and optimistic about the potential of our game.
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