Thanks for the support!
One of the things we'd like to do more this year is blog more, especially on the QCF site. Getting the game to be 2D in Unity isn't particularly hard: Orthographic camera, some fiddling with numbers to make 1 Unity unit = 1 game grid in DD, done. It was much trickier not using prefabs for anything and building our own object hierarchy - the game's surprisingly polymorphic in how it approaches items and events, so we needed to get a little smart around that
We probably should use Unity's layout capabilities for the interfaces more, right now they're built from the ground up in code - just because that was easier to do with the way our texturing/mesh generation system works.