Just going to dump a few of my thought here from working on the game and the first handful of feedback comments that I got.
ThemeRunning out of space. Well that was not really a theme that I had any real good ideas for. I spent a few hours and every idea I came up with basically fell into one of two categories... inventory tetris and shrinking place space.
So I went to sleep. Not sure if I was going to skip the jam all together or skip the theme. Waking up inspiration hit me... have space be an acronym and then I would have much more leeway with things.
I wanted to work on a procedural dungeon system in hopes that it would have some reuse value for me. So I did. The downside of this is that some raters took the theme quite literally and made some unhelpful comments about not following the theme...
Lesson 1: Some people expect the theme to be game play not story related.
Again, I over scoped. This time it wasn't from running out of time. I submitted early and took lots of breaks. I found that I run into creativity fatigue when doing everything. yes I got 72 hours, but practically could put in 6-8 hours a day into the game.I have no idea how some people manage to burn into a game that long. Maybe with a team I could push harder.. not sure yet.
Lesson 2: Scope even smaller, I really don't get 48/72 hours to put into the creation.
UI/MenusUI/Menus have a huge impact on game reception and they really don't take that much time to get correct.
Lesson 3: Complete the Menus and don't use the Unity default buttons/text.
3D modeling3D modeling is just like any other skill.. Takes practice to get good and isn't as intimidating as it feels when you first look at the blender interface
Lesson 4: Take some time practicing 3D modeling/texturing/etc.