Thanks for the feedback (and compliments)!
Sorry For The Wall of Text! Here goes~
Yeah first part takes bit longer than I wanted, thats also where most of my time went. But `seemingly no progress` was bit intentional. Because that progress gets transferred to second chapter. Even then second chapter still takes a while to complete, with again not much of a `real` purpose, after 3 mins or so.
Also, here is a little secret `You can not lose at 3rd chapter`. Not implemented. There is a health counter, it just counts. Because I liked to see asteroids getting pushed around when I hit them. So left it unfinished. And ending just catches you defenseless out of nowhere, when I hope I got player kind of hooked to the game.
More about first chapter, some times mouse inputs ignored at the first chapter. It was intentional to contribute the jam's motto, but it has around 5% chance. Along with unrecognizable texts above workers when you wake them up, and managers also sleep too (when it feels like it will help you to keep workers awake).
So that's what i considered bad about my game. But I still think its good in a way that it catches you by surprise, ends in same tone(as you said) but still unexpected. And I liked the theme music, shooting at second chapter, hitting asteroids at last chapter.
At least this is how I felt. These became my thought progress for the jam's motto of `So Bad Its Good`. But I might be hard balling here, when I saw the theme, I made my story instantly. And couple days later I got motivated and spent my spare time, and I am glad I did!
There is also an easter egg, only findable if you lose the first round, which also contributes to the motto.
I had more ideas, but couldn't put them all, so had to cut some of them. Easiest examples are transitioning to the last chapter and last chapter itself. But that's what I liked about jams, I cant be a perfectionist.
~Well again, Thanks for the feedback!