Super keen for LD 46 in ~1 week.
I'll be using my usual tools in my ongoing efforts to upskill and prototype new game demos and ideas:
Game Engine: Unity
Language: C#
2D: Photoshop/GIMP
Audio Editing: Audacity
Music: Bosca Ceoil (And maybe VCV Rack)
And what happened with LD45?? I didnt even do an update post after the initial 'Im in' post last LD so here we go.
Overall a bit of a trainwreck, I had the idea of making a old-school-Doom style of game, ie a floor-drifting first-person-shooter. A few things ended up going ok, I got some ok movement and character controls setup, a neat little door script that made placing doors all around the scene super easy and ran purely from script (ie no need for any animation or animation controllers at all), and even had the basics of combat going - along with a basic decal system for blood splatters that worked pretty well (half the time anyway)
Splatter Decals & combat:

Custom character controller:

Level Design was also something I got pretty far with, having 3 different buildings you could fight through and some outdoor areas.

They also ended up looking like quite a mess once combat was over!

Music was something else I got into about half way through the jam, and unexpectantly it actually went alright. I started out by just remaking the main Doom theme (linked below) and from there I used that as a basis to make my own tune, which is unfinished.
https://www.youtube.com/watch?v=Y3s_O3cXDmI
But what went wrong:
I think it comes down to 1 main element - Scope.
It really seem to be my achilles heel in gamejams, I often find myself aiming for projects or ideas that are too ambitious or too difficult. ie for this Doom-like game, I should have gone for the most simplistic character control setup I possibly could, instead I built it from the ground up and fell into the trap of problematic physics and code.
Likewise the art style fell behind very quickly, and Ive found that in order to stay properly interested/motivated in a game I need the art style to at least show some direction and potential early on, which sometimes means adding polish to graphics super early, or at least getting the style up to spec early on. A bit of a no-no in terms of game development, but something Ive just had to accept and work with.
So coming out of LD45 and looking forward at LD46, what do I want to focus on doing better?
1) Lessening scope and complexity
I really need to cut back and focus on simpler games, along with identifying scope blow-out and issues, as early on as possible (should really be handled during the initial idea brainstorming)
2) Graphics!
It goes against various 'guidelines' to focus on graphics and polish early on in game development or during a gamejam, but I really feel like my most successful gamejam entries focused heavily on graphics early on, and it really drives my motivation, so its something I need to accept in my workflow rather than fight against.
3) Playable demo in 24 hours
I always say this yet I rarely do it, I really feel like having that end-to-end game in the first 24 hours is key. That means a win condition, and a lose condition, and the main/core 'feature' of the game at least implemented and working in one way or another.
Onwards to LD46!