Inspired to be silly, maybe
So I have been a bit under the weather recently and therefore have quite a bit of stuff I need to catch up on this weekend. I have therefore been planning to at most, make some kind of game that doesn't take too long to make, probably something focused on very extreme gameplay -- i.e. something like pixel perfect aiming, or something strange like that. I enjoy these kinds of weird extremely precise mechanics (I previously have made a game prototype involving pushing a button on exact frames) but they are certainly something difficult to dedicate a full 48 hours to, simply because it feels unjustified to spend so much time on something so unplayable. But it's a perfect kind of bizarre project to make when running low on time.
That said, after reading this thread, I kind of thought: huh, yeah, haven't made a game using my custom game engine in a while. This is because my game engine is really quite bad, and there are a lot of things it just can't do. It's difficult to dedicate a full Ludum Dare to working on a game in it just because I have been trying to make more polished/finished projects recently, and that's hard or impossible when you spend 4 hours debugging some awful problem with your game engine written in C. (And when you have to implement physics in the last day of the game jam and have no idea how to do it, resulting in some truly jank stuff. That's what happened last time, and I still do not know how to write good physics, nor have I implemented an off-the-shelf physics library... so...)
But, hey! If I'm not dedicating a ton of time to it, and I'm not necessarily making something great anyways, maybe it would be good to get out my janky game engine again. There are some things I genuinely like about it, such as the way it uses ninja to build, which is fun and snappy. The code generation it performs is imperfect but I still like some things about it, namely the way it is possible to directly access game assets through one big generated struct in C, meaning that VSCode helps me autocomplete game assets accessible from the C code in a type-safe way, which is kind of cool!
So, I might try to make some kind of project, probably a very unpolished project, using my custom game engine again. Now I just have to decide whether I also want to make a very bizarre project based on nonsense game mechanics.