I learned a lot from this jam, which was a first in making a game, using an engine, and joining a jam. I learned a ton about the Godot engine ( and I guess kinda how game engines work in general lol) and how the node system worked, and about how to make amatuer music, and how to work with a team, and that's just the half of it. Basically everything I know about making games and game engines was learned in the last week :D. But in general, 2 big things stuck out to me.
1) Time management is key. It's great and all if you can make a dialogue system with the ability to have different animations/sounds played for each character and line, and have skippable and non-skippable dialogue, and with conversations that can be easily changed by outside events, but if that takes up half of your development time, so much so that you can use none of these features and the quality of the whole game suffers, it's probably not a good idea to implement all that. (And yes, that's abstractly specific, definitely isn't what happened to me and my team...okay, fine, it's exactly what happened).
2) A little less serious, but still important...If it's your first time using a certain game engine (or any game engine in general) and you think "Hey, I'll work on my game until 9:55 and submit it in the 5 minutes before 10 AM! What an amazing idea!", DO NOT LISTEN TO YOUR BRAIN, SUBMIT EARLIER BECAUSE YOU CAN'T LEARN HOW TO EXPORT A GAME IN LESS THAN FIVE MINUTES WITH ZERO EXPERIENCE/FORETHOUGHT. So yeah, my team missed the deadline because of me. That was a big learning experience, a mistake I will definitely never make again lol.
Overall, it was a super fun experience and I'm really glad I participated. Here is the link to my game, which is not in the jam but I'd still really appreciate feedback: https://trinitygamesdev.itch.io/buffcat.