XBLIG does need a good boost of decently-polished titles. I'd say a 14-day concept jam would work best, followed with a week of polishing, though. It's that polishing factor that keeps the quality in XBLIG an issue.
Art Level 4
I can do cartoony-leveled illustration, and I know animation principles, body proportioning. Not as good with illustration software as I am will illustration or software. Minor on audio, but I don't have software for that, atm.
Design Level 9
I'm not perfect in this area, but I'm just about as close to it as one can come without losing their minds. It's usually focused in programmer/math-friendly forms, as well. This includes level layouts, attack patterns, etc.
Programming Level 5
I've dabbled in C++, GML, XNA, C#. I know enough to structure and edit code for the sake of content expansion, but I'm not good at writing from scratch yet. I can get structures started okay, and am fairly good at troubleshooting. I've also worked in engines like MUGEN, StepMania, Zelda Classic; and starting to get into platformer stuff.
I've also done some boardgame, cardgame, game show stuff; although that may or may not factor into something like this. I'll see if I can maybe get a collab together, or perhaps an art-direction assistant with this other project I've been co-producing (still doing a little fine-tuning in the gameplay department). It was origially been developed in XNA/C# specifically
for XBLIG to begin with.
But I'll have to recheck with the other coproducer for the okay in doing so.