K.R.A.B.S. Post Mortem

So we at Stuck in a Lift Studios ended up being very proud of our game, to the point where we are continuing development in our own time. However, the jam is over, so now might be a good time to reflect on the good, the bad and the meh about our project.
The Good:
I feel we worked very well as a team; we were all quickly on the same wavelength with what we were doing and how we were going to go about doing it. This meant that we could confidently create high quality assets and gameplay without fear of disconnect between designers. We also managed to not overscope; we settled on a simple game that we knew we could make in the timeframe, which allowed us to polish our experience much more than we would've under other circumstances. Overall I think we ended up with a fun and very playable game. We as a team were also very proud of the visual effects; we feel they bring a great deal of polish to the game that would not be present without them.

I can't speak for the rest of my team but I was very proud of my assets, both art and sound. In fact, the sounds and music are receiving particular praise, which makes me swell with pride.
The Bad:
One thing that is repeatedly coming up in playtesting is our, in hindsight, short-sighted decision to make a local multiplayer-only game. Rarely are people in the same room as each other when playing these kinds of games, so getting anyone to play K.R.A.B.S. or getting any sort of constructive feedback is proving difficult. Thus, when carrying development forward, we are intending to create a single player mode which will allow people who don't have a buddy to hand to enjoy the game as it was intended.
I feel we also need to work on our time management. Sometimes team members were unreliable when it came to turning up to the work space at agreed times, and I feel that this had a negative impact on development.