I've just hit 20 ratings, so I think now's a good time to publish my thoughts on how things went and what I've learned from the experience.
Start Planning Early
In previous LDs, I've waited until the theme was announced before starting to brainstorm genres and game ideas. This time I tried something different: I knew my time would be limited (to nap time), and wanted to experiment with a genre I'd not worked in before.
The upshot is that I knew I'd be making a top-down bullet hell shooter long before the theme was announced, which really helped to cut down the design time during the jam. Figuring out how to force the game I wanted to make into a "deeper and deeper"-shaped hole was much easier than whittling down a shortlist of vastly different game ideas.
Dialogue, Dialogue, Dialogue

Almost all of the ratings I've received so far have included comments about the dialogue, and I'm delighted that I apparently made some people laugh out loud. My jokes elicited a wry smile from my wife, but she knew I was watching her and trying to be funny so her opinion doesn't count. :laughing:
I wrote the text for the introduction 5 minutes after reading the theme, and implemented the entire introductory sequence in the last 15 minutes before submission. I'm going to focus on finding more excuses to include dialogue in my future entries, because it seems to be when I'm most productive.
Stop Compo-ing and Love the Jam
Before the birth of my daughter, I loved entering the compo. Making a game from scratch in 48 hours is an incredible achievement (and anybody who entered the compo this time should be very proud!), but with the benefit of hindsight I realize that I wasn't learning anything useful. Each compo I'd get marginally faster at implementing jumping or fixing collision bugs, but my games weren't getting any better because of it.
Post-fatherhood, entering the jam is my only realistic option. I've made three observations:
- My games look better (thanks to the fantastic work of Kenney and finalbossblues).
- The music in my games now establishes a mood instead of simply being infuriating (thanks to the fantastic work of Eric Matyas).
- Each of my games is a marked improvement over the last. Being able to pick up and re-use code from last time means I can spend my limited time on improving that code, or learning how to implement new things.
If anybody reading this is a solo developer, I highly recommend trying the jam at least once, to see which type of entry you'd prefer to work on.
Do Your Research
I was pretty happy with the difficulty of my entry until the ratings started rolling in. Despite deciding to create a top-down bullet hell shooter, I haven't really played very many of them. Things that were obvious to fans of the genre (e.g. the hit boxes were too big, the movement felt wrong, defeating the enemies should be optional) simply hadn't occurred to me.
Stepping outside of my comfort zone (i.e. puzzle/adventure games) was a lot of fun, but I probably should have spent 20 minutes watching some videos of Ikaruga or something. :thinking:
Most people found the game so difficult they didn't get past the first few waves of enemies. I think most people missed that there were three enemy types. I was so happy with this rotating guy, but I'm not sure anybody ever got to see him:

Make a Post-Jam Release
This is the first jam where I've made some updates afterwards to incorporate reviewer feedback. Making a few small tweaks has really improved the game, and it's a lot more fun than it was before. I expect I'll continue making more tweaks based on feedback as it rolls in -- if you're still reading after my gigantic wall of text, please consider playing and rating here. :smile: