Ahhhh glad to hear you enjoyed playing it! I spent the first day-and-a-half workshopping ideas, finally settled on this one, then getting a very firm concept working in my head before starting. For me that is key.
I also knew from the start this game would be very data driven, so I used a csv text database to store all the modules data. With that in place, I could add/remove modules just from the text file, change values etc and it would all update the next time the game started. Finally, I find it very difficult to make a game without art assets, so I started the jam creating the art necessary for the game, before progressing to the main gameplay systems. I also have some familiarity with godot, have used it before, and this jam learnt alot more!
I definitely could have used more time to compose some bgm - I started on it, figured out that the time could be better used balancing out the modules and pacing of the game, so the audio aspect is severely lacking. Sadly, still not enough time to do the balancing and the game can go sideways if incorrect modules are bought*.
*Giving the player every single module without progression gating is an experiment I wanted to try. Like, why not give everything available in the game at the start? Based on the comments so far, I've come to think that gating progression so players can learn how the game works is likely better.
Sorry, rambled too long haha!