This was the first jam I've done on my own, so I was pretty worried whether I'd be able to finish.

As is becoming tradition, I came up with a concept that I knew I could implement within the deadline, but didn't allot nearly enough time for design and polish. So the game either ends up too easy, or too difficult, depending on your play style.
Art
I was a bit nervous doing all the animations on my own in After Effects (I've never had to generate my own sprite sheets), but thanks to the plugin Sheetah, it was pretty much a one-click operation to turn them into sprite sheets... highly recommended. I had quite a bit of fun doing them, even if they were mostly simple morphs and rotations on primitive shapes. My real strength is digital painting, and I was hoping to come up with some really psychadelic environments, but that just didn't happen. Maybe next time.
Sound
I did all the sounds with Bfxr, but the music I pulled from a site offering public domain, royalty free clips. Even though I altered the track and added a bit to it, I had a feeling that I'd mostly be judged on the atmospheric sound, and didn't feel comfortable taking credit for it. So I opted out of that category.
Code
Nesting worlds inside worlds isn't really too difficult. I'd had the idea for a long time, so I knew how to hit the ground running. What I didn't account for was how garbage collection would clean up my data references upon game object instances being destroyed to make way for new map generation. I did finally figure out a decent way to hold onto the references, though, though liberal serialization. What really ended up being a pain was trying to position things based on two different coordinate systems. Making it so the player could scale up and down also ended up a bit more difficult than I'd intended (I originally would scale down each nested world... but there was a limit to how small colliders could get before no longer being functional. So I dropped that bit). At some point, being able to escape "rooms" while still inhabiting enemies got borked. Not sure when that happened, but perhaps I'll fix it in a future iteration.
Design
... what design? I ran out of time, so balancing came down to just tweaking a few numbers. At least this time, there was actually an end condition, that could actually be met. Telegraphing this appropriately to the player, though... heck, communication in general, beyond those simple tips, is pretty much absent. One of these days, I'll do a better job of scoping. Ah, well.
Overall
I think I'm actually pretty happy with how much I did manage to get done solo. It's certainly not the most fun thing I've done, but the process was pretty enjoyable. Would jam again. After a few more solo jams, maybe I'll actually attempt a compo. Maaaaybe. We'll see.
Check at the game at: https://ldjam.com/events/ludum-dare/38/primordial-ooze
Leave feedback, and I'll be sure to check out your entry as well! Best of luck to all the other jammers!