All right, I got the actual description in. So, what went well and what went wrong?
Well, I think the first week went pretty well. I basically never made a platformer in Godot before so I started with the movement controller. The movement controller was the most time consuming part of the project for all the wrong reasons. I ended up letting my ambitions getting the better of me over engineering it and expanding the scope far, far too much(for example, to potentially handle a difference between bipedal bodies an wheeled ones). The amount of time I spent trying to adjust and fine tune that instead of focusing on basic functionality probably cost me at least two dev days at best and four or more at worst.
Kind of a shame on that too, because I've been working on my illustration skills on and off and wanted to show some of it off. Those days probably could've gone into an actual level and making art assets. I had Arms to the point where making them is fairly easy. Hit detection is actually down to a science, so enemies would've only require art and AI.
The creation menu, well that started as a finely tuned scene but that quickly turned into a bubblegum and duct tape situation as some methods I was relying on turned out to have never been properly coded. So it was a real rush getting that together in the last hour and I'm frankly it shocked its as functional as it is.