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Oh I learned a bunch.  One thing I'm glad I avoided was procrastinating completing features.  For example, if you're working on your player's death, complete the whole system before moving on the something else.  If you're working on a specific enemy's AI behavior, try to complete the WHOLE enemy before moving on the something else.  When you're working on a game with no deadline, it's somewhat fine to bounce around, but when you only have a week, doing so will only start to pile more and more incomplete functions into your game.  It's also more speedy in my opinion to do so, which is how I managed to implement a bunch of different stuff in my game.   Theres a bunch of other stuff I learned too I think.  Jams are surprisingly informative lol

oh yeah that's a good advice :D  I will certainly stick to this in my next jam