Legend of L0nk: no tears for us
First and foremost, you can try out our entry here. It supports web, so no shady downloads involved :wink:

This entry was the first entry where we worked together as a team - and for me the first time participating in a team format to begin with! We made the classic mistake of starting off with too ambitious plans, but we learned a lot in the process. Here are the top lessons we are taking away into the next jam:
- When it became clear that there wasn't enough time to get all the cool ideas we had into the game, we swiftly shifted focus to making sure we got the most of the mechanics we had in place. It's a competition after all, and we didn't want to end up with a "great idea, poor execution".
- We started at a disadvantage. We had done some preparation to learn Godot (yes, we switched from Unity to Godot as well, but we make that decision before it was cool), but ultimately we made some poor decisions which caused problems by the end. Yes, we hear your feedback about the font, we don't like it either! Our UI was a pain to not break in the end. For next jam, we want to prepare some basic helper functions just so we don't have to spend time scripting pretty basic things. The template we'll use next jam is available here. It's still very barren, but it will grow in the build up to the next event. You hereby have our permission to steal any code that you find useful (we may include some branding assets which we'd like you to leave alone for obvious reasons!).
- Start smaller. If an idea relies on any mechanic containing "multiple things" (multiple levels, multiple enemies, etc.) to actually be fun, you're probably already set up too ambitious. We'll be refining our ideas more next time to see if the absolute bare minimum is still good, and only then start thinking about how we can expand on it in the most impactful way.
- Ugly code ftw. We're both software engineers, and over our years of experience we've built up an intuition that makes us do things the nice way. Thing is, they often also require more time to do. In the scope of 3 days, it really doesn't matter if the code is unreadable by the end. So we'll need to start ignoring our instinct, and start accepting that totally butchering best practices is not just acceptable, but even beneficial to get more done in a short amount of time!
Overall, we're really happy with the result. We had a tonne of fun too! Still, there are always things to improve upon, and we hope these tips may be useful to others too.
As you can see, we love learning from our mistakes (and successes too!), so we'd massively appreciate any feedback you leave behind on our entry. We think you'll like it :smiley: