This Ludum Dare, I didn't capture a screenlapse, as good portion of the work happened outside my screen. I didn't keep a dev log either. All I have are 22 commit messages. So I will try to make up for lack of information on how my project came together by writing this post-mortem.

If you haven't yet, you can play Kevin the Can in your browser and leave feedback at the game page.

The story
I was hanging out in the Discord voice chat with some very nice people, discussing themes and stuff leading up to the theme announcement. I spent a few more minutes in the chat until disconnecting and brainstorming ideas on my own.
I kept getting rather dark ideas - moral dillemas, blood, death. I spent about an hour brainstorming ideas. I couldn't come up with anything I had vision for. I went to bed to give my thoughts some rest. After waking up, 8 hours in the jam, I still had no idea what will I make. After having so many darker ideas, I decided to go in the exact other direction and create the most family-friendly light and cute game imaginable. I had an idea of plants dying, and you are trying to keep them alive. Naturally, you play as a watering can.
I wanted to make a puzzly platformer before the jam even begun. I didn't let that restrict my brainstorming, but eventually I made a full circle and returned to it.
I spent 4 hours mocking together a prototype. I keep repeating it, and it is one of the most important things - just get the gameplay working as soon as possible. Create the core idea. Try it. Do you like it? Great, now make it into a game. Don't like it? Start over.
Fortunatelly, I liked it. So I showed it to my sister who was thinking of joining in for the first time, and she liked it too, somehow.
The day 2 was spent mostly on integrating and tuning the graphics, with some level design work.
I had the core mechanic, and managed to create 3 interesting levels from it.
Initially, I wanted to create 20 levels. But it turns out it was just too many. And many platformers in the style of my creation have less levels. So I went with 15.
I started pushing to complete the levels through the night. And boy, was it a long night. I had a very nice and elegant mechanic, and I didn't want to waste it on bad levels.
I kept pushing through and finished the 15th level at about 7am, when I finally went to sleep.
Day 3 was all about finishing everything up. It was very unusual and convenient to have so much time all of sudden. And I think I used it well - I polished the living shit out of the game. There were so many little details, but after the whole day of having the game completed, but just "finishing it off", I am happy to say there is nothing I would change about the game or made differently.
I always like to make games with high scores. I have been a big fan of Trackmania for a while, and that game is all based on time trialing. It is great, because there are always two layers of the gameplay: one is just finishing all the levels, and the other is trying to push limits. You get some satisfaction from completing the game, which is there for the casual gamers, but for the people that enjoy the game and want to get competitive, there is that possibility.
So anyway. I am very proud of the end result, it may actually be the most polished thing I have ever made. And I really believe the ratings could finally be very decent.
This Ludum Dare was my first real experience with Phaser 3. While I quite enjoyed it, the documentation sucks. But other than that, scene management is very convenient for menu management, and I think I saved a lot of time not having to fix my physics or try to optimize the game so it runs at 10 fps or more.
And asset loader is convenient too.