A huge thing we learned from this jam was how hard it is to balance a game!

When we started out with the jam we came up with an idea where you would control a boss character and defend against the hero. This works well with the theme since the hero in almost any story always wins no matter what. Somehow our thoughts ended up turning into a take on a tower defense game. We weren't really planning that from the start, but I don't know what we were planning.
Anyways, we had a lot more planned than we ended up getting into the game. Mainly things like upgrades, visual effects, more sound effects, and additional units to place. Not to mention adding multiple levels, including some procedural levels and things of that nature to mix it up. Needless to say, a lot of that got scrapped and the few towers/units we had built up to the point where we decided to scrap a bunch are the ones we kept, including scrapping all of the upgrades.
It ended up being a pretty decent collection of things overall. Now, we only had a few hours left, were drastically trying to add all the voices we had and make sure the animations worked, and fix all the bugs that don't show up until the deadline is in sight. So we really didn't have time to think through any proper balancing. haha So balancing the game was very difficult, not just for the time we had, but in general. There are so many more factors that you just don't think about, even after scrapping a large majority of our planned features.
We really want to spruce up the game, add some of those missed features, and take a real hard look at our balancing to try to get it right. If you haven't tried out our game yet feel free to do so! Let me know what big struggle you found out during your time with the jam!
https://ldjam.com/events/ludum-dare/50/the-hero-always-wins!