When the theme was announced, I knew this was gonna be one of those jams. My initial idea for Stuck in a loop had been to make a simplified No Man's Sky clone with actual orbital physics and the likes, where the main loop you're stuck in is that of universal regeneration - at random, the entire system would regenerate its surfaces/biomes/etc completely, destroying & refunding anything you had built on planetary surfaces and shunting you back to a space station or the likes. It'd be solely for poking a disgruntled sort of fun at Hello Games and company for the constant universe-wipes, or more recently, mass fauna genocides, which have torn my homeworlds asunder or taken the parts that actually mattered from me more times than I care to count at this point.
Obviously, this was way overscoped, and I had a feeling it wouldn't be doable for the jam, but, it'd be a great excuse to take yet another whack at trying to get a system put together that'd allow for seamless flight and exploration through a massive, astronomically-scaled system, letting you smoothly land on orbiting/rotating objects & take off again with no jank, even being able to explore rotating planetary surfaces without issue. I've been trying to get such a system built & functional for years at this point, and early in 2020 I'd come close with a frame-of-reference system, but the maths for translating between a rotated reference frame & a global one was screwed up. I copied the most critical code over into a blank project and set to work trying to fix it - worst case I saw would be making little/no progress on the idea and dumping it to just make a runner set on a literal physical loop-de-loop or something the next day.
Six hours later, I was smoothly flying off the surface of the testing planet and landing on its moon without any hitches or jank, in spite of the planet being 12km wide and the moon being tens of kilometers away. No issues arose from the planet's rotation nor the moon's tidally-locked orbit. I celebrated briefly and went to bed, deciding to dump the depressing jabs-at-NMS idea in favor of just starting work on the sequel to my first Extra Credits Game Jam entry, Astronaut Plus Skateboard - sure, it probably wouldn't be even close to done in time for the jam, and its theme applicability would be almost nothing (stuck in orbit, for the most part - giant loops for user-built space parks are still a bit away), but it'd be satisfying as heck to finally make.
Day 2 ended with the Astronaut reimlemented and functioning smoothly, as well as the starts of procedurally generating the system using some algorithms I'd put together a while ago in a previous, failed attempt at the core engine. You spawned in orbit of a random body in the system, and could easily go visit others, or deorbit and go for a stroll/skate on its surface.
Day 3 saw procedural surfaces, proper stars (Brown Dwarves, specifically, albiet covering the full range of main sequence temperatures), and some basic surface decor.
As the jam wrapped on Day 4, gas giants were added, surfaces had been polished, more things could spawn, fuel and oxygen became a thing, music was implemented, and planets could have water and even grass if the atmosphere and temperature were within acceptable ranges. Shipping was a bit of a mess - it wasn't actually until an hour after Submission Hour ended that there were playable builds available for all platforms, thanks to unexpected game-breaking bugs in the menu and Unity crashing partway through the export process, but ultimately it shipped in a basic but playable form as more of a tech demo than anything else. Unfortunately there are still bugs and polish issues, but for the sake of jam honesty, since none of them are actually game breaking, I'm just going to leave it as it is whilst starting work on post-jam features and polish.

Now for some notes
- The Astronaut's base model, rig, and some animation were pulled over from the original Astronaut Plus Skateboard.
- The basic hoverboarding code is also pulled over from the original Astronaut Plus Skateboard.
- The core code for the frame-of-reference system was made before the jam, but wasn't even close to finished or functional since about 90% of the time any attempt to leave/enter a planetary surface would see you materialise on a random point elsewhere on it because maths are hard, and that's to speak nothing of velocity-matching and the likes
- Ditto for the system generation - the basic algorithm for placing planets and determining which ones orbit what came from before the jam, but wasn't really polished, and had nothing for custom surfaces, atmospheres, etc
- Skybox and lens flare assets courtesy of SpaceEngine, the former being a high-res cubemap generated from an arm of NGC 6503, the latter from somewhere in the game files and in temporary use until I can figure out a nicer way of showing distant planets and stars
Development Post-Mortem/Lessons Learned
Changing plans halfway through and more or less voiding the theme entirely is probably my biggest sin here, and the amount of polish/balance issues/etc present in the jam version are unfortunate, yet in spite of all that, I consider this one of my most successful Ludum Dares ever: I almost never walk away from the jam with something as compelling as APS2 is, and I honestly have no right to have made as much headway on it as I did given the 72 hour timeframe - a entire planetary-surface generation system that looks good to boot, improved controls and animation for the Astronaut, the hands-down best walk animation I've ever made in all 6 years I've been working with Unity, and enough balance and polish to ensure that almost every aspect of orbital manoeuvring feels swish, satisfying, and easily doable even without extensive timewarp or orbit planners a-la Kerbal Space Program.
That said, mistakes I plan to try and avoid the next time around:
- Scope less! Scope less! Scope less!
- Ah, the old game development curse: but what if we made that cool thing a thing
- Almost every idea I had planned out for the finalist themes was complicated as heck.
- The original idea for Stuck in a loop was the aforementioned NMS ripoff, Nomad would've been the same but without world regeneration, Day and Night/Feeding the Monster overcomplicated wave-based survival/tower-defense, Connections a Zachalike about building things using logic gates, etc
- While these always mean I come out with something cool and compelling, the jam versions are usually still pretty buggy, unpolished, low on content, and generally could've used another weekend in the oven to really be their best.
- One of these days I'll learn to underscope to hell and back, but that day was not October 2nd, 3rd, 4th, or 5th.
- Sleep more!
- Actually not a huge mistake this time around, as I managed a comparatively regular schedule on every single day of the jam, but still only averaged 6h/night, and definitely felt the brain-fog it caused.
- Seriously, fellow jammers - get some friggin' sleep. Two or three hours less raw game development time in return for more sleep means the remaining time will be a lot more productive.
- Beware of polish!
- It is really, REALLY easy to fall into a loop of obsessively polishing things when you still have more important mechanics to add, bugs to fix, or content to create.
- A not insignificant amount of time was spent doing nothing but polishing the world generation.
- Arguably, this is okay - given the game's main draw is its large procedurally-generated star systems, ensuring they generate in a pleasing fashion is probably worth the timesink? But still, hard to say - could've polished the fuel/oxygen system more, added player customisation (a big part of the first game), some basic gameplay like harvesting crystals for fresh fuel/oxygen, or heck, started work on the tricks system and Awesomeness

Polishing work has continued since the jam has ended, though none of it's available publicly yet. Blue-hot stars are back, and with them a higher chance of seeing planets with oceans & plant life on the surface, among other tweaks.
All in all, happy with how this jam went, and gonna get back to playing/rating y'alls games now. Chuck a link in the comments if you want me to check out what you made!