I think the goals of this jam weren't super clear, and that's where the main problem was. People saw the jam description, myself included, and though it was just a fun, create-a-small-game type scenario. However, it seemed like in discussions during the jam, Clickteam's vision was in user submissions and videos being used as educational tools for people to learn from in the future, which is a super admirable goal. Unfortunately I don't think that was clearly portrayed in the description of the jam, so people didn't understand the intent of the video, and 15 minutes is a lot of time just to talk about a game submission.
I also submitted my MFA privately because I've known of several instances of people stealing assets on itch.io and reselling or reusing them elsewhere, so I wasn't personally comfortable putting a lot of time and effort into something and then putting it out there open source for anyone to scour. Again, this might be because of the vision of teaching others techniques to use in Fusion, which is great, but I don't really know any other jam that wants developers to provide an open source code of their game. Then again, I don't join many jams, so I could be way wrong on this haha.
Those are my only two issues with the jam, but both were easily resolved, which I appreciate. I also REALLY appreciate the 1-month time frame for the jam. Most game jams I know or have heard of are over the course of 48-72 hours, or a week long. I'm too much of a perfectionist to get something done in a short amount of time like that, so a month-long time frame was absolutely perfect for me.