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I saw this post and wanted to respond earlier, but was super busy trying to get everything working at the last minute.
The game jam was wild ride for me though. I'll probably write a blog post about it later, but I went through like at least four phases mentally during this project lol.

Basically, the first phase was the ideation phase where I knew I wanted to make a scary game, but wasn't sure how to include Undertale references because they seem at odds with each other in terms of style.
The second phase was just committing to an idea and running with it even though I didn't really have a complete vision of how the game would look when it was done,  and getting a grey-boxed set of scenes with a bit of atmosphere that told a coherent but vague story.
The third phase where I completely crashed out for a day because I was convinced I'd spent three and half days working on a stupid idea and the first person to playtest it got hung up on one of the two puzzles in the game. I was convinced it was going to be super easy and obvious what the player needed to do, but that ended up being a bit of developer-blindness I guess, lol. I was so bummed at the midpoint of the jam, I was considering just giving up, not submitting anything , and continuing work on my long-term project instead. A friend convinced me to just stick with it and finish the game jam even if the game isn't great.

Then I hit the fourth phase where I was determined again, but had so much stuff that needed polish or needed to be reworked after the playtest and I was convinced I couldn't get it all done in time. The last hour or two before submission was just absolute manic panic, because exporting builds from godot wasn't working for any OS. Eventually I did finish everything, but it really needs a second playtesting/rework pass. Obviously, it won't get that now lol ¯_(ツ)_/¯, but I'm still proud I finished something even if it looks kind of bad. If nothing else, hopefully it'll make someone laugh.