It's been a while since I've done a game jam, which is a big part of my motivation for doing Ludum Dare, but it's not my only reason.
I've been working on a sort of game template in Love2D, laying down an organized code base so that when I want to make a game very quickly, like in a game jam, I can get started and have something running in as little time as possible. The idea is to have a consistent and easily reproduced structure for things like game states (intro, title screen, gameplay etc.) generalized entity controllers, level changes and game modes, map loading and generation from text or json files, etc.
Basically in this template I want to generalize and systematize any feature or mechanic that was a stumbling block too big to overcome in past jams so I don't have to keep redoing complex but menial things. I find this can often be the hardest part of game design, when you have a seemingly simple idea like "each level will have a different goal!" only to realize the very basic problem of "how do you even change levels without screwing everything up?" isn't so easy and you throw a quick hack together that barely works and also makes it almost impossible to expand the game further without a total code refactor.
Anyways, this template coding has been going very well, but I was getting a bit too deep into the weeds, grappling with potentially irrelevant "problems" and fiddling with code and data organization instead of working on useful features. Basically the classic programmer problem of focusing on non-issues instead of what matters. The best cure for this is almost always to make A Thing, and game jams are the best for that!
So far it's going great. I've already identified a bunch of issues with some code that I never would have noticed had I continued tinkering away, and my template is already much more usable and flexible already.
tldr: nothing beats making something to get you focused!