Nox Aleo was my first try at a game jam. I was lucky enough to work with people that knew how to work as a team. The only reason I decided to participate in a jam, was to find out if I can work in such a small period of time. Good thing is that the idea was good enough to give me some guidance and inspiration.
You can't find a clear direction about the soundtrack the first days. At least I couldn't. After the third or forth day, I knew what I wanted to do, but I already had 2 tracks written that the team wanted to be in the game. Borrowed some instruments for those 2 tracks and add them to the new tracks. It was a quick way to have an identity and consistency. That's one of my goals on every project, even if every track is in a different genre than the previous one. Playing cards with death came late in the development. So my approach changed a bit.
Another thing that helped a lot was to ask the team to describe the music with words. I hate it when I get music for reference. Especially when someone wants a copy of "enter title here". So i try to avoid asking for music as reference. It was my first time that I also did all the sound effects for a game. Which it was a nice break from the music writing.
You can play Nox aleo at itch.io