We do these jams for feedback and to improve our own skills, especially when experimenting. We totally understand running out of time and having bugs or missing features you didn't get to.
After doing several Wild Jams, with their strong push for accessibility, we've developed and refined some core systems for making things accessible, and try to plan for it from the start. Sometimes it can be a limiting factor on our design choices (such as trying to make the UI work for keyboard, controller, and touch), but thinking about it from the start lets us make the choice for where we want to go, and which we intend to include. Our first GWJ submission was not accessible at all, and we spent the week afterward developing a lot of the core accessibility systems you see in our games now. Each game we bring them into, and jam we participate in, they get refined a bit based on what we've learned.
And yes, it is good to submit what you have and get feedback, rather than give up. No matter how bad it is, you can learn from it and work to do better the next time. Who knows what others will see that you missed. It's not just the feedback on our own games, but seeing what others have done and being inspired by them that helps us grow our games, which makes participating all the more worth while, regardless of the state your game is in. As long as there is something to play, submit it!
I agree that the keyboard keys would have worked better if not for the other issues. Still, for accessibility, you may want to make it a setting. The default can be what you have, but the player can switch to a simpler control in a menu.