And what makes you think that?
There are recommendations and permits of use explicit on the jam:
Allowed
- General-purpose code, i.e. character controller, project template, menu functionality, AI library, etc.
- What tools/engines can/should I use? Use anything you like! We recommend a proper game engine to save time - something like Unity, Godot, Defold, Unreal, etc
In game resources and mechanics:
Graphics are of poor quality.
Sound resources repeat over and over, and they are like 3 or 4 freely available, the only thing that takes some time was edit the music, and i just cutted a full song to make 2 loops.
The encoding was done using gdevelop which drastically reduces the time spent on engineering and mechanics and the mechanics are not so over-the-top.
If you pay attention, you will notice that the mechanics are practically identical, so creating a function and changing variables optimizes the processes and allows more variety just by changing a variable and a graphic.
This is how it is designed, there is no big science in it.
Last but no least, as soon as the jam is anounced you can think in your project what do you expect and which is your goal. The fact that you can think on ideas helps you round them as soon as you can start working on it.
Any good programmer knows that planning reduces time and costs.
I have no interest in convincing you, but if I wanted to make this point clear in case someone else has doubts.
Wish you success from now on.