Blaster Biscuit came out of Brackeys Game Jam, where the theme was "Risk it for the Biscuit". It wasn't my first jam and it definitely won't be my last, and I had a genuinely good time building it from start to finish completely solo.
Doing everything myself pushed my versatility in a way that working on a team doesn't quite replicate. Map development, sound design, boss battles, making quick decisions under a tight deadline, it all fell on me, and working through each of those on the fly taught me a lot in a short amount of time. Game jams have a way of forcing growth that a normal project schedule just doesn't.
Blaster Biscuit also holds a specific place for me as my first technically released game. It's not fully finished, but it's out there and playable, and that matters. Shipping something, even something imperfect, is a different feeling than just wrapping up a project internally.
Going forward my goal with game jams is to participate as part of a team. A lot of my work so far has been solo or in small controlled settings, and I've gotten pretty good at relying on myself. But I know teamwork is its own skill set, and I'm looking forward to building that side of things in future jams.