It wouldn't be a 50 hour game jam without underestimating time, wasting hours and staying up late! I literally stayed up an extra 1 hour 20 minutes until after 1 am on the first day just naming the files for placeholder wall textures, where every single file name described what type of wall it was and it's usage, in as few letters as possible, and with a system it seems only I understood, because the 2 other devs just didn't texture the walls until after I had made the actual textures for them. And get this, apparently I could've just sent over all of the placeholder wall textures in one image, separated by a single pixel each, which would've been much easier, as evidenced by the fact that I was told this just before handing over the real wall textures, and I'd sent those over much faster than I had the first time (I would have used a simpler naming system for the new textures anyway, so it always would've been faster the second time, but still).
I also made static sprites for the player (that weren't just sprites randomly found on one of the other devs' computers) on the final day, where I expected to finish the rest of the textures needed and also animate the new player sprite, when I have had almost 0 experience in animation, let alone a walking animation. Yeah, the randomly found sprites were the ones we ended up using.
You live and learn; this is the first game we've made as a team, and this is the first game jam I've participated in, too. I'll never forget that naming walls individually is stupid, that sending multiple textures in single file is a thing you can do, and that I should probably learn how to actually do animation before attempting it.
Still, I'm proud of what I've made, and I hope you're proud of your game, too.
Until next year!