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(-1)

I don't see a Discord here, or anything specifically set up for building a team.

 These comments and threads, the whole discussion setup here could in theory still be used to organize teams but almost nobody's posted anything with them, there are what, five total message threads so far?

The submission deadline's now under four days off anyway - given the time this apparently began the submission countdown is more than 80% over. 

At this late stage getting a game project started from scratch will be difficult even with a team, but if you want to do that go for it. 

Hopefully, someone here responds and actually is interested in the same thing (assembling a team project).

This said, there may also be value in submitting an old existing project if you have one. The jam does not prohibit submission of past projects.

Nor does the jam even require the project submitted be a game. An ebook/artbook, a game asset pack useful to other devs, a tabletop game design, maybe a music collection/soundtrack... any of that is seemingly acceptable and can offer a possibility for anyone who feels a fully built game is too much to do in the time remaining. I'm going with a new 3d model asset pack. Been working on it the past week, a few hours a day,  but time is running out fast so maybe a few of the textured 3d objects on my list of things to include will be cut to hit the deadline. Will admit I am struggling to keep that going steadily. Had hopes of putting 75 hrs in and ending up with 40+ objects but now it looks like 25-30 good 3d objects is likely all I'll have done in time. I'm working on object #14 now.

That is well within the lines of the stuff I've launched in the past (texture map packs, 3d model packs) and it plays to my strengths. Think about what you are best at and maybe consider that as your emphasis - if you cannot find team members to round out a full fledge gamedev project and will find it difficult to get all aspects of that done well in time.

One more bit of advice, keep scope realistic and somewhat flexible, and have a reasonable minimum time margin for error. Studies on productivity seem to indicate that projects have on average mostly close to a 25% mismatch between expected time involved and time actually required in practice. Things go wrong and can take longer than expected so plan things with the core of the thing done a day or so before submission deadline. Think about the common practice of 'gray boxing' where everything is set up with the simplest possible prefabs, ie the typical trite gray cube in the game engine. Often a smart dev will just throw those cubes in, maybe varying simple colors, and build the level out of just that and build, test all critical interactions. Audio clips are placeholders too usually. Everything but the core interactions and gameplay. As soon as the game works and is playable, even if in a really ugly way, then the next step is replacing all the ugly bits one by one with more polished equivalents. This is common industry practice and it makes sense - often the code and the game mechanics are the biggest unknown, and by getting the hardest, most bug prone or uncertain elements nailed down first, you can figure out if the thing will work sooner and avoid dead ends in level design (making 3d stuff in good quality only to scrap it later as the design plan shifts around).

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I'm a sound designer, if anyone had a game they needed sound on, i could help.