@Ben, I think my previous suggestion of having Introductory, Intermediate, Advanced courses may help with some of the ideas/feedback, I mentioned it ages ago, although I forget whether it was via email / pm etc…
No one solution is ever going to fit for all, not perfectly. The community is so vast and varied, such a mixture of development, gaming and creative experiences and abilities.
I think the courses so far have been very good at creating something which leaves enough scope to then build upon it ourselves. Just my personal view on it, but I fully appreciate for other people they may want a full game from a course. I guess this could get a tad tricky, from the perspective of what functionality you include, and what doesn’t make it. What is “full” for someone maybe “missing a bit” for someone else. A line has to be drawn somewhere, a trade off between more functionality and a longer course before you get to the end of the game, or less functionality but a quicker result, even if some of it is bare-bones for you to add to.
With an introduction, intermediate, advanced (or something similar) approach, you could potentially have a small series of games at the introduction level, nice and straight forward, quick, simple, easy win for the student and covers getting used to the environment, some development principles all whilst keeping things fun.
Intermediate could perhaps go one of two ways, either taking a couple of the previous games from their completed state and then building upon them further (but without the requirement of having to have done the first course, e.g. you get a set of files to start you off, which then allows the student to choose their own level), but then covering more advanced topics, techniques, principles and at the end you have more of the fully signing/dancing game. Alternatively, to focus it on one of two full games, but again, I would strongly suggest that this still needs to leave enough scope for the students to go off and still make it their own, anything less would just mean there are thousands of clones… and when people share their works, it’s a bit like, “erm, yeah, seen this a thousand times already, and it doesn’t stand out”. I believe that one of the best ways to learn is by trying things yourself and the courses currently leave good scope for that.
Advanced I think should perhaps not actually cover making a specific game at all, but cover much more advances techniques/topics. You still end up with a working model of that functionality, but in its most minimal of states. By doing so you could cover quite a few more advanced techniques and, for anyone who had taken any of the previous courses they could perhaps consider going back to those games and progressing them further with the additional knowledge, or just applying it to something that they have started working on themselves.
I think it’s quite difficult to put together material that will please everyone completely, the number of times I have bought books in the passed just because there was a section that covered what I was really interested in, but I had to go through all of the rest (or skip it and still pay for it) just for that bit… It’s not really the authors fault, they couldn’t really write one book that covered everything for everyone, it would never be finished or, by the time they were half way through the first half would be out of date!
Just my two cents, to add to all of the other fab feedback above.