I'll develop further more on my comment on your ludum dare page, as I'm aware it may sound a bit harsh.
It pains me that "you shot yourself in the foot" with the idea of "one single life per browser".
You set up a huge logistic (a team of people, SVN server, "multiplayer gameplay"), some nice graphics and animations that definitely build a sweet ambiance for your game and only allow the player to enjoy it for a few seconds.
Instead, "forcing" the player to be a ghost for a limited amount of time before being able to restart the game could have been a good way to get your idea across and bring an enjoyable experience to your player.
Permadeath in such a way and in a "platform" game full of traps is kind of teasing your players. "We've put much effort in building a gorgeous game but we don't want you to enjoy it".
That's one of the biggest mistakes you've made on that project I think.
I think you really were too ambitious (multiplayer game, when you don't already have a working framework for it is really a huge task in a week end. And it needs other players to be meaningful). I remember a few LDs ago, I and Yann tried to make a multiplayer game as well, building a "simple" HTML server at the time that C2 didn't even have WebSockets in. We built the server, had the logic working through AJAX requests, we made it work/had a proof of concept.
But we weren't able to make the client/game in the end. It was still too ambitious, and still it wasn't our first game jam.
But that's how you learn I guess.
As you mention, the artist did not know how to use Spriter before starting the jam, it is another mistake. I concur that Spriter is a wonderful tool and quite quick to get the hang of, nevertheless, in most game jams, the keynotes/advices always state to know/be familiar with the tools you're going to use before.
In the end you managed to release a playable game, so all kudos to the team.
It made for a first take on jam and that's nice.
But, imo, before thinking about getting more ppl on board, you should rather take out of this jam that you need to set for an idea, make sure the idea is fun for your players to play and then for you to make.
Then make sure that all the features that are essential for the game, you can put in the game in set time.
If you can't, rework the design and don't hesitate to cut useless features off.
In this peculiar game for example, you could very well have done without Spriter and simply go for drawn frames.
Considering the time the player actually gets to see/use the spriter animations and that the ghost is a single frame, it would have won you a great amount of time.
Keeping it simple is always best.
Once again, congratulations for making a game anyway, that's a great success in itself for a jam. But having more members would only have lead you to try to get more "non essential" stuff in whereas you should have focused in priority on what was required for the game to be fun for the player.
After, that's what game jams are here for, test, experiment, make mistakes and learn.
Also, one last note on a personal fight of mine : controls.
WASD layout is fine on QWERTY keyboards. Unfortunately, the whole world does not use QWERTY keyboards, and the WASD layout on an AZERTY keyboard is just a pain to use.
Always think about providing an alternative (arrow keys possibly, or allowing for an option for the player to chose between WASD and ZQSD, or ESDF which works the same for both keyboards and is only one key offset).
Your game wasn't the worst on that aspect, but I'm putting it here in case other game makers are reading those words, so that they consider their international audience.