Seeing you want some actual feedback instead of "good game well done", I'll write you a lil' booklet ;) :
With some of the gamebreaking bugs being fixed in the grace period this game turned out to be quite fun!
I played a couple hours total at this point in time? Half of it during the initial broken builds, other half on the fixed build.
In general the amount of polish you put in the UI is great, it's good to see you improve over time & take past feedback into account, did notice there's a few states where you have UI still showing in transitional scenes. usually on hovers, bit jarring but should be an easy fix.
I also do miss the ability to chance my volume sliders during gameplay.
The UI during tower construction is quite good, the only thing I miss is indicators that you can scroll up & down as soon as the tower gets taller, an indicator how many voxels need to be eating would also be a nice QOL for strategize what to eat. ( but we all know anything besides skewed blocks or 3 5x5's is wrong XD )
The shop's UI is quite intuitive, just would have been a nice2know that the central blocks are "your deck" it gets obvious after a few shop rounds though! I'd also be nice if more expensive version of the buffs could show up, so I could pick what block gets the upgrade. It's a bit sad when you get an eating multiplier on a block that has a touching buff already. Personally I don't see a lot of incentive to get candy or chocolate pieces because a lot of buffs are "same type" and the base deck is a lot of chocolate chip cookies. I get it was only a weeklong jam, but might be something to balance out a bit more.
Also the audio on web really glitches out a lot when you remove focus, on Discord you mentioned this is FMod's fault- but I'm pretty sure there should be settings or ways to atleast mute the frame if its out of focus. If not through Unity, could always try just injecting it in with some JS ;) The music & sfx themselves are quite good, have had the game open for a couple hours and it hasn't gotten annoying, so good job!
My main critique with the game itself :
The rythm-like aspect. it adds no real value to the strategy aspect & only makes it a bit frustrating, I'd leave that out or make it a separate game mode.
Correct me if I'm wrong but currently there is no punishment for having pieces of the tower fall?
And is there value in building a higher tower? Do I eat risky blocks to keep it tall? or does that just hurt me. All questions the game itself doesn't accurately answer. It's hard to compare score too as it disappears fast & each run is different, (although I can get to 100k quite reliably now)
As soon as there is a smallish bit of skew on the tower placing blocks next to each-other can become quite impossible. Would be nice if it let me place the blocks anyway, with maybe a yellow outline? or the option to nudge a few pixels, even if there's going to be some "splash damage". #risk it for the biscuit right xd.
Tried the game on mobile and tapping the blocks doesn't do anything there, bit sad as I think it could be fun on a touchscreen.
It would also be a fun challenge if you could get some odd shaped blocks, like Tetris like blocks that are cookies with bites taken out of, or taller blocks. currently the side switching mechanic never really shows to be useful and adding such unique blocks could solve that.
Still in the end you got me to play for a few hours, so that's a really good thing considering its a gamejam game.
Hope this is the type of feedback you were looking for, if you want we can chat more in Discord. <3
+ If you plan on working on the game post jam & maybe towards a steam release & need some additional testing you know where to find me. :D