LD46 was one week ago, but I've been busy/tired with work all week so now's the time to write my post-mortem:
Saturday
I read the theme, "Keep it alive". I quickly set on my idea "Harvest Moon with flowers" and "keep the memory alive".
I fired up Unity, made some graphics and started making the tilemap and player movement.
I played some ditties on my guitar for placeholder music (they were fitting enough to keep).
I came up with ambitious subsystems: day and night cycle, day of the week, plant growing, and buying and selling. It would also have simple ARPG combat and a puzzle subsystem (almost none of these ideas would come to fruition :rolling_eyes:).
I posted progress screenshots and gifs on Twitter, the Ludum Dare feed, and the Ludum Dare Discord. I downloaded ScreenToGif, which is a neat simple program.
Sunday
I decided SFXR sounds weren't good for my game, and instead recorded some tapping and scratching sounds with my phone, to use as stepping sounds in brick and grass. I didn't have enough time to implement them.
6 hours from the deadline, I was now worried. There was talk of incoming server load, so I hurried to make the title screen for my game and pre-published the itch.io and Ludum Dare pages.

On Sunday night, 3 hours from the deadline, I had no gameplay. I scrapped what I was working on and finalized the "talk to npc" system and the code for collecting flowers. I made the ending within the last half hour of the deadline. This was exciting, but dangerous (and nerve-wracking :confounded:) I play tested one last time and submitted.
Conclusion
What I did right:
* This time, I came up with the idea pretty quickly.
* Kept up with the community on Discord, which is good for inspiration and morale. :thumbsup:
* I made music right from the start, which helped keep a vision and motivation.
* I posted progress screenshots and gifs, which is always great for motivation and exposure.
* I had some starting graphics in the very beginning, which kept it grounded and shareable.
* I made a Trello board with tiered items to keep track of the work left.
What I did wrong:
* Overly ambitious gameplay ideas for my current Unity experience and existing codebase (within the timeframe).
* Focused on day/night cycle, weekday system and plant growth, before the more basic gameplay code.
* Didn't share progress on Sunday, because of lack of time and visible progress (too much under-the-hood work).
* Actual gameplay was created in the last 3 hours of the jam.
Overall, I'm very happy with the process and the result :slight_smile: This experience will definitely help me make games and promote them some more.
You can play it here: https://ldjam.com/events/ludum-dare/46/flower-picker