I joined Ludum Dare 47 as part of a 2 person team. We had to create a game around the theme "stuck in a loop" and spent 72 hours creating a first-person puzzle game where you complete tasks in a spaceship thats crashing.
This game was complex and involved making an external editor for quickly assembling the level layout. This was required as the level was generated on the fly. This was because the level was non-euclidian and it was possible to walk in a straight line and get to the room you started at. Because of this design choice, the game came very close to not being submited. So I was reminded of the importance of scope.