I don’t think it’s that bizarre in this case because you are talking about really compressed timeframes, small teams and disparate areas of expertise. Even the classic laws of physics break down at extremely small scales (game jam theme reference +1)
In my case, working independently, I put in about two days on art assets. If that portion wasn’t on my plate, I could have done sound fx or voices (my game shipped with neither) and some more bug fixes. With such an immediate deadline, I know of a few people who didn’t complete their games because of showstopping bugs or things they couldn’t resolve.
Now, if my team had been me, a 3D artist, and a sound engineer, adding people wouldn’t have reduced the development time, it probably would have just resulted in a more polished product.
Anyways, great stats.