Cambrian_Man,
Definitely, man. In retrospect, my biggest folly was not designing towards "meaningful" choices and agency. Doing things didn't have as much impact, didn't feel as awesome as I hoped. I got caught up in the rush of my first Dare and pushed for getting the mechanics out early. After that, I found myself with a surprising amount of time left; I used the rest of my time by creating way too much content instead of really digging in to polish gameplay and design the game towards specific "fun" scenarios (like boss battles, radically different enemies, upgrades that changed units' gameplay). Next Dare, I'll be more prepared. >:D
Again, everybody, thanks for all the feedback! I'm learning a lot from this Dare because of all these comments, and I really appreciate you guys taking the time to talk about what you liked and what you felt could be better. It really means a lot to me. :)