reflections on music making during this jam
Music was one of the last things I did for this jam, on the final evening before submission day. I chose music and SFX last as it's the thing I have the most experience with, so I figured I could phone something in if need be. Also, I made a linear platformer, so having a sense of the level design in advance helped with scoring and pacing of the music. I didn't have as much time as I would normally like to compose, but one of the best parts of doing music for jams is how much you have to rely on intuition -- you don't really have any time to second guess yourself, you just gotta go for it and hope for the best, which is a somewhat freeing constraint!
Another factor is actually implementing the music in the game. Given the limited time, I didn't do a whole lot of scoring in the game, but it was a relatively involved FMOD process. I will say, ever since integrating FMOD into my LOVE2D workflow, a world of possibilities have introduced themselves when it comes to musical dynamism:

(and below is the music represented statically)
https://www.youtube.com/watch?v=kHTDFbXhU7s
Overall, though I would have loved to explore more sonic possibilities with the music, and perhaps have some sort of outro motif, I'm pretty happy with how things turned out and I'm proud of what I've accomplished. Game jams are so fun.