@blue-pin-studio thank you!! as part of the production team I feel seen haha. we put a fair amount of planning into LD ahead of time and made a lot of key decisions weeks before the jam even started, such as deciding on the game engine, roles, and what each of our team members' capabilities and styles and game preferences were.
from the programming side, we set up a our github ahead of time and our lead programmer put down a lot of boilerplate based on what we roughly projected to be the kind of game the team would most gravitate toward. for audio, we also knew we'd have voice actors, so we decided ahead of time that fully voice acted lines would put too much pressure on the narrative team and we would only have accent sounds. so by the time the jam itself happened, the whole team vibed pretty quickly and we were able to hit the ground running the moment the theme was announced.
I believe that prep work laid down a solid groundwork such that we could support some of the more ambitious systems (branching dialogue, adventure game-style movement with object interactions, voice acting, etc) because by the time the jam itself came around, we already had some base systems to work with :)