Thanks for playing our game! We had a bumpy start and had some problems clearly defining the "interactive fiction" and "visual novel" aspects of our game early on. If we had more time, we definitely would have wanted to add more interactive gameplay segments, but since we didn't have much time we had to lean more into the visual novel genre, even though visual novels don't give the same fast dopamine hit that most people look for in a game jam game.
In terms of our group, I joined as a programmer but took over management as well. I put tasks and details on a spreadsheet to coordinate information for what we needed done (story -> breaking it into game scenes -> required art -> required music/sfx -> how the story, art, and music should be incorporated in a game scene, etc.) as well as the details (how props should look (gameplay/story details), materials/shapes of props for sfx, how characters should be portrayed in game scenes, etc.).
Our pre-rework game story/idea was on the trajectory to require many MANY times more art, so we added a lot more artists, but in the end, we had to heavily rework and shrink/scrap our plans. We had a handful of members that worked on the project every day, while some other members worked just for a few days on a few smaller tasks, but I still wanted to credit everyone regardless which is why the team size looks so huge.