Thanks for the feedback, and I am glad you were still able to have fun in-spite of the buggy mess that was submitted this year. I had a lot of fun designing the SFX as I decided to go with onomatopoeia because nothing beats it's time efficiency to quality in my opinion.
as for your confusion on the jump, I probably should have added in some type of UI element to tell the player where they would land. As for how it works, the jump ability will normal move the player a full 2 spaces, but if the player is too close to a wall then it will only move them the 1 space instead. This was done because when testing I found that pressing space and not moving (due to being too close to a wall) was very unsatisfying and frustrating . The jump as only slimes the first and last tile landed on. Also doors and purple tiles can't be slimed and spike traps remove slime when activated.
Again thanks for giving my little buggy puzzle game a shot, and also there is a thing or two I could learn from your submission as well, mainly the implementation of a proper tutorial. Especially when the game in question has unorthodox or blatantly inconsistent controls and asymmetric game play systems.