Agreed. There is definitely a lot of balancing issues in the game, as well as a goal that is unclear to the user, partially because of the balancing issues. There was also a bit of scope creep. I put a restriction on myself to not edit the GDD after I started coding (because I did a lot of that previous jams and it made it feel like the GDD didn't do what it's intended to do), and I think that made the game suffer a fair bit in certain ways because I couldn't tweak some design choices (due to the restriction). Another restriction I had was to make them game on macOS which meant a lot of time was spent just battling the compiler to make sure I can still support Windows and Web, time that could otherwise be spent on the rest of the game. Tutorial and balancing is definitely top priority for post jam development though.