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also fml, didn't know that using c# in godot would mean being unable to export to a web build

I learned this lesson the hard way on my first game jam. It's not Godot... its Microsofts .net frameworks fault. 

A good habit I learned in other jams was to always set up a project in my current tools, and try out a web export/itch.io upload a couple days before the jam, just with a stupid sample project, to make sure web, sound, keyboard and mouse all work.

Game tools (and browsers!) change so often, there always seems to be some new wrinkle web export, whether it's because you've picked up some new tools since last time or because  some update moved things you need to care about around.

I learned it trying to make a löve2d project work in a browser a few years ago, but it's a thing i've always found a little tricky, and it's one of the things you can get out of the way before the clock starts.

Also with godot, you can set up your export settings to let you constantly test in browser play. 

Once you get your export settings setup, it will give you the drop down of testing options.