Once the jam level was finalized, I sent it over to a couple of playtesters, who helped me see what worked, and what not, and I built the final version off of that, aiming towards a Christmas release for the End-of-Year contest.
What they said I already knew for the most part; this level is very different to most other Thief missions: Somewhat linear, wide open spaces, little resources to play with, but still, it seemed like it could be a step out of the ordinary for most players.
I kept the scarcity of resources, but did tweak lots of other details, besides also expanding the level. I also did have to build the puzzle, which wasn't finalized in time for the jam, due to inexperience with the scripting system.
Most of the iterations are described on the Iterations section, down below.