We love jam feedback and discussions.
We've done a number of jams at this point. Our early ones we way overscoped. We are a bit better now, but do still tend to plan out more than is reasonable for a jam, and then scale back as needed. This started with the kids messing around for practice and not with a jam in mind. When we decided to turn their couple days of practice into a jam game each had core mechanics and 1 testing dungeon. We only had just over 2 days to work with, so scope was a big concern. We gave ourselves a tiered approach so we could focus on getting something done, and then enhancing if there was time. The base goal was probably still a bit ambitious, but was 4 distinct dungeons with a boss in each, and the spinner to pick them. Next was adding in the final boss fight after the per dungeon boss. We only submitted that update an hour before the deadline, and just before Itch got overwhelmed. Finally, if we had the time, we wanted to have a full final dungeon before the final boss fight.
This base does lend itself to procedurally generated dungeons, or having more dungeons, possibly with each path splitting off after you beat the boss into additional dungeons only down that path. Yeah, we have lots of ideas for potential ways to grow this game, as well as starting fresh with the core action-adventure style. We haven't decided yet were we want to take things.