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Sounds good. Yeah running out of time is always the key, it's the reason most of my jam submissions suck pretty bad. 

Lately I've tried the 1/3rd rule. I consider how long I have to make a game, then divide that into 1/3rd. I assum it's going to take twice as long as I thought, so that's 2/3rds of the alloted time. The remaining 1/3rd I keep as buffer time for playtesting, bug fixes, and polish.

But yeah looking forward to seeing your pro-jam fixes and seeing what you make for the next jam as well.

While I've done a few myself, this is our first submission as a team, and I'd say your method is pretty spot on. While we started a bit late, we aimed for about a week but these things always find a way to become a race to finish lol. I think we just needed more time allocated to experimentation which would've allowed us time to polish and cut poor mechanics. Scope is one of those things you think you'll get down after the 1st blunder but it's a sneaky thing for sure. Anyway yeah thanks again for the feedback :)

- Oliver