This post is a bit late, but here's our little advert and our brief post-mortem of making the game.

Build ships, and watch them go! Your success in-game will (mostly) depend on how well you build your ships and how well you consider the funds you have each round.
So give it a spin, let us know what you think!
https://ldjam.com/events/ludum-dare/38/angery-ships-only
And now, on to the post-mortem!
This was our first project as a team, and the first game we ever made in Unity. It was clear that we wouldn't have enough time to finish a lengthy, polished game (since high school students never have enough time to do anything) so we tried to make the game simple but fun.
When the theme was released, ideas were tough to come by. Some of us came in thinking we'd make an adventure game, others had an RTS idea in mind. Genres floated around and we had to make compromises. In the end, we floated around the idea of a sandbox-esque strategy game where you build ships and they fight enemies.

The idea was fresh and clear.
Then we started getting stuff down in code and everything kind of collapsed for a moment.
None of us were really on the same page as to how the code should be structured and how the game itself should be structured. Implementing our "simple" idea turned out to not be so simple. We had trouble keeping everyone together behind one idea, and this was one of our biggest challenges during the Jam.
We almost pulled an all-nighter to make a rudimentary simulation of ships flying towards enemies.
Saturday morning, our first priority was cleaning everything up and making our code cleaner. Although our code still ended up being jankier than a car held together with duct tape, this helped make it possible to add more features and improve the game.
From then on everything went by more smoothly: We figured out how to get clear ideas across and manage our time. By the end of Saturday, our ships were modular and they attacked enemies.
Sunday went by really quickly, and we ended up fixing issues that seemingly came out of nowhere.
Monday was a blur. We finished implementing the ship editor and we had lots of balancing to do in attempts to make the game possible but also not painfully easy.

We got ahead of ourselves and we thought we'd make it smoothly in time for the deadline. We were mistaken.
While we did finish our game, our submission was only ready around 10 minutes before the submission deadline (we weren't aware that there would be an extension!)
And it turns out our game was actually incomplete!
After building the game for any platform, the game became unplayable after the first level. This was caused by an uncaught exception, which never appeared during the development of our game. This was fixed the next day but it certainly put a big dent in our morale.
Needless to say, this has been incredibly valuable for us. We hope to improve on our mistakes and hopefully get more sleep next jam.
Until next time!