eh, although i technically got everything done i wanted to get done, it was incredibly slow and i worked several hours over what i wanted to. and i'm still going to have to seriously crunch when it comes to the next two days, because game modes are a huge problem to tackle. anyways, today i made double jumping work as well as possible and then learned a bunch about Godot signals to make checkpoints work. i learned about some really important tools, honestly!
as a team we're evaluating our progress, and for halfway through the jam i think we're a few days short of completing everything on time. we either need to scope differently, get lucky and implement all of the hard parts a little faster and leave things a little messier, or just accept that the game will be 70-80% complete by the submission date.
personally, i'm okay with the lattermost of those options. we're still going to make something that looks good, even if it isn't completely finished. but our team is clearly too small to handle the breadth of this idea.