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There are lots of elements linked to the development that will not be very visible on the final product and some serious limitations linked to the engine, player's hardware, and product background that shapes the final product and design choices.
Omega is the limit of what can be done using GameMaker engine without drastic performance issues. A game cooked there can be longer and larger... but it will be pretty hard to make it more intense (actions per frame) and it still can run on a "low-mid" PC or a Nintendo Switch. To each new element inserted, 20 were discarded and every new aspect had to be re-balanced for it to keep "a UBERMOSH game". A lot of roguelike, boss, grinding, co-op, and char-painter ideas came, and it had to wait for another title to be executed because that would morph the game into something that does not fit a sequel. It is a pretty hard and time-consuming job, with complex decisions and cuts to allow the final product to arrive at players' home, but extremely rewarding. Thanks for the feedback, I am very happy with this final volume and be sure that some design decisions are very linked to development aspects, and without it, it would not be possible to launch it, or it would be released with breaking issues.