Also, it was disheartening to see entries that people had worked on for over a year. My friend and I worked on this project for over 150 hours during the Jam, but there is no way to compete with a game that was in development for over a year. We knew this was a possibility going into the jam, but it hurt a little seeing it come true.
I agree with this for sure. I think being able to use old projects is just completely against the spirit of a game jam IMO, it feels gross, and I haven't seen a single person outside of the Sbox discord happy about this. I don't care if facepunch will factor that in when judging or not, it's more or less the principle; It feels like shit to start fresh on a project just to see someone submit something from months or years prior, they get a massive head start.
I really wish the rules were a bit more tight, other game jams I've done with less on the line have a more strict ruleset and sure, some people cheat, but typically those people don't make it too far anyways.
The issue that comes up with this is how would facepunch enforce more rules (such as limiting team size/not using older projects)? For one, I think just having the rules in place is probably enough to stop the majority of people from breaking them. The others could potentially be caught by the community, and reported to facepunch.
Or just don't worry about enforcing them until the final selection, then do due diligence on the ones that are looking like they'll win some prizes.
Currently with their rules, the "meta" would be to start on a project right now in prep for the next jam, since there's no reason not to give yourself a headstart and there's no hints at wanting themes or anything of the sort. I think that's just not fun, but I guess the jams aren't for us, its for facepunch to see what the engine can do and give people a reason to actually make things with it.