FUN SPRINT:
We had a wonderful test last Sunday, the 25th, which marked the end of our 'fun' sprint. Per David's suggestion, for the sprint we focused specifically on doing things that didn't directly move the game forward. Sprints like these are important because it's easy to tunnel vision when working on a project for so long, and lateral movement on the project is a valuable way to gain progress in ways that weren't obvious. This paid off: we had a significant breakthrough in the main loop of the game, and we got a new power weapon in we're very pleased with.