Seems like my first 48-hour jam (I've only ever done 72 hours) won't go ahead. I still have 20 "high priority" graphics to do on my list and, in less than 5 hours, doing that plus playtesting + bugfixing + implementing my audio + character AI + policies, this isn't going to work. And that's with planning for no graphics for important gameplay elements like hiring teachers and reacting to school dramas.
Unfortunately I have to work today so that will set back my progress as well. Still hoping to submit something soon. If I can't make it within the 72 hours it will be asap, because I've made so much cool stuff during this jam that I'd really like to show it. And there's always the option of coming back for a future jam.
One big lesson is how the 42 hour thing affects how I scope projects. Although I did start with an engine for the first time, having that base code didn't help me as much as I thought it would, especially since it's not a mature engine yet. Other tools, like the scripting system I developed, were helpful but I can think of better ways to plan them out with the benefit of hindsight. So I take it as a learning experience. I particularly struggled with developing the UI and will need to rethink how I tackle that for next time. Maybe I'll build myself a visual layout tool.
My big "win" from this jam was that people actually complemented my art. I put so much effort into it this jam … about double as many individual sprites as my previous jam, actually. So I'm glad it's paying off.