I learnt to work fast and cut corners, to schedule my time and structure my work flow. This was mainly for I was constantly worried I wouldn't finish in time. At the end of the day, I ended up submitting a whole month before the deadline, and didn't really take the time to polish the game. Still, it was fun to grab ideas I had ruminating in my notebooks for years and turn them into a concise experience.
Regarding specifics, the info dump near the end of the game could've been more spaced out. Also I should've added more scary stuff, the game becomes just zelda with a gun about 2 dungeons in, rather than a 2D Resident Evil like I wanted it to.