Deliver faster or die trying

The second week flew by quickly, with all seven days spent entirely doing research in several fields concurrently.
When plagiarizing an existing game, there are a few tasks which are already done for you; you don’t need to rethink the wheel, it’s almost finished.
In our case, I know there will be “Goodies” and “Baddies”. There will be resources produced by the Goodies (in the case of PvZ, the sun produced by sunflowers) that are used to place new allies (plants). The playing field is laid out in a grid, which the Baddies march into.
Although the mechanics are quite simple, humans are programmed complicate things (overengineerng is the most common example of this plague).
The time I didn’t spend on game design was thrown away on finding a purist way to make the game multiplatform. Experience has taught me that multiplatform by technology is not a big deal, you are always constrained by the technology promoters. Personally, I was (and still am still) a Flash Architect.
Adobe has claimed many times that Flash is a multiplatform technology. Unfortunately, this definition is not accurate, and it’s becoming less accurate day by day. Flash is a famous example of how hard it really is to develop technology that is truly multiplatform.
When I say ‘Flash’, I’m usually referring to the Flash platform in general, comprised of the language (ActionScript 3), the virtual machine (Flash Player, AIR), and the tools provided. The last option, tools (which includes ide, authoring, etc.), should also be considered when evaluating a technology as multiplatform; not only the consumer, but also the developers need to be taken into account.
The Flash decline (if we can call it that) as a multiplatform solution started with the buzzing war if HTML5 paladins lead by Steve Jobs as Apple decided not to include Flash Player on their iOS devices. I’m not going to discuss this matter further, as many battles have already been fought upon this topic, of which I’m sure you are already aware.

