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Haha, that was both reassuring and discouraging at the same time when it comes to my own performance and to joining a team, respectively. But I hear you, I certainly should try and appreciate it more that I did in fact submit a more or less working game.

Team's aren't usually that challenging.  That particular game jam was my first and everyone on the team's first.  None of us knew the tools (that was all of our first time using Unity and no one had experience with any other engine.)  All of my teams since then (6ish years) have been mostly good, and part of that is experience on how to lead a team when they need direction.  I love to work with new people and teams as much as possible and usually try to work with someone that is their first game jam.  I see a lot of developers in my local area that work with the same teams every time, and that works for them.  I like to work in the community to give new people a chance and invite them in and try to see that they have a positive and enjoyable experience.  The number one thing is communication, with trying never to be negative about ideas and thoughts.  This often means being a bit fluid with the design to accommodate whatever comes up.  Next just make sure that if someone makes an asset, try to get in in the game somewhere.  If nothing else, flatten it out, put a cube behind it, remove the colliders and call it a poster on a wall.  So... I am rambling... but what i am trying to say is teams are very valuable and important to me.