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That's alright, this sort of thing happens. 
In my experience, the best way to avoid this sort of situation is to make a game with as small a scope as possible, even more so in a jam. To aim for a very clear and delimited gameplay loop, so all the efforts can go into highly concentrated droplet of game. And it helps avoiding featurecreep and the like too. Because if you know precisely where you going, you can also tell if a feature is necessary for the game you're trying to achieve. 
I don't know mean this specifically for your game, it's just what I came to learn after a few years of making game and repeatedly not having the time to do things properly. I hope it helps :]