Thank you so much for the feedback. And dont worry that the text is really long, I would rather read more about successful game design and project management than less. The funny thing is is that we had similar working styles (with using discord and Github). but the main difference was the constant communication by staying on call, which greatly helped coordinate your team. Our goal was to get our MVP finished by Friday, but with confusion and miscommunication we ran into a lot of conflicting code and errors. This delayed us and greatly reduced the amount I also really liked how you guys used the artists as the playtesters since they have little experience with the gameplay, but are also the typical reviewers for a game jam.
Overall, it seems like the best way to coordinate a team for a game jam is to:
1) Have clear designations of what components people are working one before even starting to make the game
2) Have some way of constantly communicating with your team (this can be through a call, working in person, ect.)
3) Have 1-2 people spend time combining all the files (to prevent conflicts)
4) have people who have not worked on the game play components (artists, musicians, ect.) be the ones to playtest the game
Thank you so much for this information. I will relay this back to my team to have a smoother workflow. If there is any other teamwork or coordination methods that you guys used to make such an impressive game I would love to know. This doesnt even apply to coding as I noticed in both this and last game you guys mixed both drawings and pixel art in you game, and I would love to know about the thought process behind that.
Anyways I am planning on doing Brackeys jam so hopfully I see you guys there. If not, hope to see you guys in the next jam :)