I was extremely excited to finish my game on the first two days but now my enthusiasm has definitely gone down after days of not working on it. However, this jam, more than the previous jams, taught me a lot about the process of making games and staying invested in it, and because of those lessons I got closer than most other projects I've had in actually making a game. I'd like to share a bit of the wisdom I've gleaned, whether the game I have actually gets finished.
Have a clear idea of what you want in the game before working on it. Try drafting up a level for the game to get an idea of what mechanics you'll need to make. In my game, which involves conveyor belts moving objects on them, I had spent a long time without a level designed and thought that all I would need was straight and elbow conveyor belt tiles. Come actually designing a level, and I realized that those two tile types limited me too much and I needed to add more to make a half-decent level. Another thing I realized was how the big gimmick of the game was being able to rotate tiles on the belt, which were originally only going to be elbow tiles. However, again, by designing a level, I realized that only being able to rotate specific tiles like that was way too limiting. I shifted to a gold tile system where conveyor belts above a gold tile could be rotated. Knowing these things before going in would've cleaned up a lot of the process or at least given me more confidence to just make that level possible to create.
Set up a to do list and break down tasks. A lot of the work going into developing the game is going to feel overwhelming to your 3 day deadline if you only envision it in terms of finished product. To put it in a way that I was inspired to say by someone from the Godot discord who had an unfortunately realistic view on the matter, most people want to Make a game, but no one wants to or knows how to Develop a game. Find what parts of your game need to be worked on first and work your way up from there. As well, being able to cut down on tasks sizes will increase the amount of tasks you finish, and being able to cross out multiple items on your Trello board is going to feel sweet instead of slogging through a couple of broad tasks.
Once you have an idea, and a full day to work on it, focus as much as you can on making the game playable in as short of time as possible. All of the Day 1 excitement is going to wear off by the time you wake up in the morning, so having the most confident product you can have will help immensely. I can attest to this after spending my first day getting closest to a playable prototype, but then I made the mistake of working on other aspects and leaving the main game and main game maintenance tasks for later. Trust me, being able to say "I have a fully playable game, I just need to make the art/music/proper UI" is going to feel a lot better than "I can't really play the game but at least there's a boppin' beat in the background.".
Try to be making effort in any way you can. This may somewhat contradict point 3 but it's still a productive way to get around blocks. Whether that be a code block, art block, or music, if you've still got that productive bent in you then try working on something else instead of beating your head into a wall when you can't figure out why x doesn't do y or how to draw z. You'll be making enough progress to keep up your momentum and come back to whatever problem you've had with fresher eyes. Plus, as always, having some non-placeholder art or a couple of sound effects are going to be a lot easier on the eyes and ears as you stare at your computer for hours at a time.
Finally, take some breaks when you can. Rome wasn't built in a day...okay bad example, Rome wasn't built by a single guy in a day. Whether your form of a break is to go get lunch for yourself, play a couple of missions in a game you like, or just take a walk, it helps to stop yourself from getting burnt out completely or feeling stuck on problems that you just can't get around. The worst feeling to have would be pure exhaustion at the thought of going back to work on a project, and pushing uninterrupted 8 hour work days is how you're going to get there. At the end of the day, this is a friendly competition where the most anyone gets is internet clout. Draining yourself for a couple of reddit gold and not even finishing the project because of x or y problem is painful to deal with, so maintaining your stamina is just as important as getting a product out there.
If you put me in a court of law and asked me why I may not finish my game, I'm going to say Not Guilty by reason of College Finals and game releases. Darkest Dungeon 2 just released, Splatoon 3 had a splatfest, and I needed to study for the Economics final after spending weeks in that class barely paying attention and scrolling through Disco Elysium dialogues. I don't even have a working title for the game, so I can't even say what the game's gonna be called (if you got a suggestion then hey dont let me stop you from giving it to me). What I'm glad for, though, is that regardless of what comes of the project, it taught me these things for the next Jam, or even the first Full game I intend to make in general. Hopefully I didn't just spend the last 5000 characters of this blog post blowing hot air out of my ass, and that some other dev might read this and learn how to avoid these motivational pitfalls before they stumble into them. Given the fact I started the jam doubting myself to the extremes and thinking that there was no way in hell I would be able to make the game because it was Godot 4 and there was all these new tools and blah blah blah, the fact I came so close anyways really helps with my mental health and confidence in my abilities.