Learned a ton. I always do in these short jams. I cut it very close on my upload, and I 100% could have bricked my game by uploading an untested version with a changed animation. That change affected the hitbox on some frames, which made jumping in one puzzle really hard. One millimeter off, and the puzzle would be impossible, pretty much ending progress on the third puzzle. And if I had just tested it once, I would have caught it and could have fixed it instantly. Always test the upload that's on Itch through the browser, and don't make updates 10 minutes before the jam ends. :P
Other than the obvious things, I learned a ton about animating in 3D with Construct. I didn’t actually think it was possible. Before, I was just using the sides of a cube and rotating them instantly to get a four-frame animation. But apparently, I can just animate a sprite and map that onto the 3D cube object, which will help massively with updates. I can do so much more with this knowledge.
I honestly also feel like, for retro games—3D retro-style PS1 games—Construct is pretty much all I’m going to need. This feeling of needing to learn code to make a good game just isn’t as true as I believed it to be. I think it's really good to work within set limitations. I've done my best work when limited to the Kenney assets, probably because I can focus in and not worry so much about the endless things I could make.
Such a wonderful jam :)