Hey folks, now everyone's playing games I first want to throw out a huge thank you to everyone who played my game there's been a lot of really kind comments and they're much appreciated.
I want to do a quick post mortem to write up what went wrong and what went well for the event. I want to celebrate feeling good about finishing a game while also reflecting on the lessons learned for the future.
I'm going to do another post this week about how I made the game because a few people have asked who have an interest in making a retro point and click and especially because the process was fairly easy I want to share that knowledge as best I can. That's for another day, onto the post mortem.

WHAT WENT WRONG
Scope
This should be no shock to any game jammer. I even warned everyone before the event that my single piece of advice was make a simple game. I thought I was making something simple but still my reach exceeded my grasp.
My core idea was there's a vault door you need to get in and I figured I'd have three simple puzzle rooms that each give you part of the combination to get in the vault door. I figured I could make three really simple puzzles in a day and spend day 2 polishing and bringing the whole thing together.
In reality each puzzle room took me nearly a full day to put together so I cut the third room by the end of the second day, which thankfully made finishing the game still possible. I was always planning to enter the new "Extra" category as I don't like making game competitively but I wanted to stick to the 3 day Jam time-limit but I ended up working until day 5 before I was happy with it.
Next Ludum Dare same plan but better executed. Make a game in 3 day Jam timeline but enter it as an Extra game. Smaller scope! NO SMALLER!

Against the Grain
I was using a really simple toolset designed for exactly the type of game I was making which was Adventure Creator within Unity. Adventure Creator is a fantastic tool than handles most of the heavy work for building a point and click adventure game and even has logic tools so you don't need to write code. Not that I mind writing code but it's handy when you don't have to.
However the core of my design was a little off the traditional style of adventure games. I was making a point and click that was more inspired by modern escape room design. It was about interacting with props and solving puzzles through knowledge rather than using and combining items. Although I got this done it made things hard for myself.
I had to built a ton of custom UI interfaces for these puzzles and had to find ways to mix my own escape room style puzzle logic with the puzzle systems of Adventure Creator. I found solutions to all these problems but they slowed me down massively as I was fighting against what the toolset was designed to do rather than working with it.
It also meant I wasn't even using the 9-verb interface to it's full potential and I barely used the inventory at all. I should have made an even more traditional adventure game to take best advantage of the time i had.
External Commitments
I knew I wanted to work on the game for 3 days, however it occurred to me too late I should have taken Monday off work to make that happen. So as I only had a few hours in the evening each night I ended up working until day 5 to get finished. If I'd had Monday off I could have finished all that polish work in a single day.
This was a fairly dumb oversight I should have seen coming and could have easily avoided. For LD51 I shall BOOK MONDAY OFF WORK!
WHAT WENT RIGHT
Clear Design Goal
My core design goal was to make a classic feeling point and click adventure game but instead of success resolving around dialogue trees and using/combining items it would instead rely on player's knowledge. In the way someone walking into an escape room who knows the answers could just unlock all the padlocks I want that same ability in this game. You are not blocked by arbitrary barriers in the game, just your understanding of the world.
I had this concept in mind before the jam started. It didn't dictate the game I would make, just the direction I wanted to go. Having such a strong principle helped me shape everything that came afterwards. Once the theme was announced it became about combining the theme with this design principle. The puzzles and the story weren't decided ahead of time, I just developed them as I went and this knowledge based approach became core to all of it.
That's not to say the specific principle I chose is amazing and should be used again, just that having one allowed me to keep all my work focused in a specific direction. It's kind of like having game pillars, but I'm a bit of a pillars sceptic as they're more often used to beat interesting ideas out of a game rather than generate new ones.
Simple Flexible Toolset
I can't sing the praises of Adventure Creator for Unity enough. I've been using Unity for over a decade I could have spent my while jam time trying to program all my own systems but I didn't have to because all the work is already done for me and I could focus on content. It's a tool I've had a for a long time and experimented with a bunch but this is the first time I've used it properly and it was just great.
It's been in development for a long time and used on a bunch of commercial projects so it's already battle hardened in the way you want it to be. They even had a custom plugin for the kind of retro 9-verb adventure game I wanted to make. The tool is very flexible in what it can do and lots of freedom for you to do things you own way.
The most complicated code interaction I had was hooking up my own custom logic for some custom UI screens. The fact that Adventure Creator can make standard Unity Calls and has a simple API for reading its variables meant it was a painless interaction between my code and theirs.

Rapid Artstyle
Adventure games can be fairly content heavy. So before I went into the weekend I had to figure out what I was going to do about art. Since generating characters and environments quickly would be essential or the whole jam time would get eaten up by it.
For characters I found that the AGS (Adventure Game Studio) community had created a community asset pack for helping people get started. In there I found a really good female character art sprite set that I could essentially paint over to make characters quickly. I had originally planned the NPCs move around more and I even made movement animations I ended up not using.
For environments drawing these was out of the question and 3D assets packs were the very obvious tempting route to go down. However getting those kind of assets packs to look good and well lit can be a time consuming process. So what I tried was assembling some scenes with assets packs and then resample screenshots of them down to retro adventure game resolutions (320x200) and then making 2D adjustments in photoshop. You know what... it kinda works. Scenes that would probably have looked pretty copy and paste in HD glorious realtime 3D looks pretty nice as low resolution downsamples.
While the final art style isn't something you'd be happy with if you bought a boxed product I think it allowed me to produce a reasonably nice looking jam game in a few days.

Healthy Work/Life Balance
This one is simple I didn't burn myself out making this. None of the days did I work from waking to sleeping. I worked in a few hours chunks, had food, watched some Netflix, played some games. I spread my day out so I got a lot of work done but I didn't create an environment of stress or burnout.
I know this isn't always easy for everyone to do, especially if you're chronic procrastinator but I'm fairly good at managing my time and staying productive. I've been making games and jamming for a long time and this is one of the most important skills I've learned over the years.
If you can end a weekend of jamming with a cool game, and you didn't ruin yourself to do it then that's an absolute win in my books!