Thanks for playing and leaving such a long, detailed feedback! We really appreciate it lol.
I'll address the concerns one at a time. First, during the circle phase, you don't really have a lot of control over your positioning. This is something like the real musical chairs game where you can't just stand next to a chair and refuse to move. The idea of pickups is that you can see them in the circle phase and when it's time to rush for chairs or maybe even earlier you use a powerup that helps you pick up something from the field (1 powerup used, 2 picked up). This problem definitely gets worse as enemies get faster and faster so we have reduced their speeds during the circle phase in code. A rhythm based system would be neat, it's a good idea for sure, but I don't know how well it would fit the game. Maybe we'll give it a try.
Dialogue - that's actually a great idea, I'll see if we can implement that in time for the post jam release.
Art - It has always been hilarious to me how they just keep smiling through thick and thin lol, they need to teach me their patience. Jokes aside that is definitely something I agree with, just outside the scope of a 4 day jam to have multiple pictures for so many sushi. If we're going to continue development after the jam that is definitely something we will address.
Music - The web build should be tried for treason for what it did to music. No idea why but it resets every time. The music is actually supposed to pause every round, not restart (and it does that for us and for the download builds, web just hates it). Surprised we haven't had this mentioned more lol. When I played the web build myself it felt miserable to not hear the drop for the tracks. We'll try to find what's causing this problem in time for the post jam release.
Again, thank you for such detailed feedback! This has brought up a lot of stuff for us to consider, and I really appreciate it.