Sometimes game jam prototypes just don't pan out, no matter how much you try to improve them. And that's fine! You still learn a lot by doing them. There is only so much experimentation you can do within a time limit.
Here's a good example of a not so good prototype:
(yeah the gif compression doesn't help, edit: ok the gif doesn't work, just pretend these ants are moving)
Aside from bitrate crushing, the basic idea was to speed these ants up with your cursor enough so that they tire up and stop blocking the TV signal. There were also some upgrades like an aim extender, duck helper, Gray Leno, and similar.
But as it turns out, the prototype just wasn't very... fun to play. Insert Reggie quote.
There probably are some ways to improve this concept, but at some point you need to reassess if its worth continuing, over starting something else. (like a point of 24h before the deadline for example)
But that's enough dev rambling, let's get to the point.
I'd be glad to help anyone participating in the jam - if you need some help in a day's worth of work in any of categories in the title, let me know in the replies!
Here's my experience in each:
Godot coding: I have some knowledge about Godot, you can find my previous ShroomJam and FrenJam games on my Itch.io page.
Music: Here's the soundtrack of my previous year's ShroomJam entry, Edgewarper.
SFX: I've put some effort in the sound design of my FrenJam entry, Escape the Desert.
Drawing: Here I drew a Hornet.

