I got a late start and wrist pain has been slowing me down on making art assets.
I'm also (somewhat) in the same predicament as violinistsMetronome. I wanted to contact you so I could get that 5 days after the jam to complete my entry, but I couldn't find your contact info; I don't have a tumblr account and don't know how to use Discord, so I can't use these.
Would it be okay if I were to submit an incomplete version of my entry before the deadline, then update it with a newer version post-jam?
Okay, thank you. Since Saturn hasn't responded yet, I'll take your advice and submit it via your tumblr link. I'll just submit a v0.00 or whatever entry to the jam now anyhow and update it with something more substantial in a few days.
A lot of people have unfinished submissions that we'll be working on after the jam, I even have blank doors in my nexus. I wouldn't worry about submitting something that isn't finished, I don't think anyone was expecting for us to finish our games. If your game really isn't ready (missing key requirements) then I would take the 5 late days to wrap up what you have and focus on publishing as clean of a project as you can. I had to quit working on mine with ~3 days left because otherwise my submission would've been a total mess. I've already had to update twice and am preparing a third. Looking forward to what you have even if it isn't totally finished.
It's good that working on your game enhanced your pixel art skills, and I hope you had fun participating, but part of the point of a jam is learning to manage your time well. Unfortunately, it sounds like perfectionism and ambition got in the way of efficiency, and the whole project got stuck as a result. I understand wanting to put out the highest quality game you can, but 10+ maps at 150x150 is a huge workload for one person, especially if you're constantly going back to rework assets.
I hope that you join us again for any future jams, and that you keep in mind that it's more about creating an early alpha of a game, rather than a fully finished product. It's great to see someone dedicated to their project, though, and I'm glad you took this opportunity to learn and create.
A learning experience. Although ambition might be too large a word as that would imply a grand plan, when it was more about throwing stuff on the wall and seeing what sticks. I had the impression ten world might be too much when there was code to write as well. While some things were generic and could be thrown in from other projects - that's why you write modular code - others like save/load system, inventory/equip screen and environment GFX system were mostly built from scratch.