Perspective from a game-tester and user-experience designer.
Also, I'm super sleepy and not going as in-depth as I did in other reviews here.
This game has a lot of visual flair and it's really impressive to see a cutscene in a game jam game. However, for some reason, the game wouldn't display on stream properly until after I got to the main gameplay loop of the side-scrolling beat-em up. However, it worked afterwards, and I don't know why. Optimization issues seemed to be present in the 3D games I played tonight, so maybe it's my 3090's lack of v-ram. Game seemed to slow down on the 3rd level with the parallax scrolling as well.
There's a lot of stuff that wasn't readily intuitive the first time I saw it, like the post it note health bar, which was also distracting from the combat because the text was randomized. However, I think that the surreal/absurd aesthetics were the strongest part of the game and I appreciated the overall positivity expressed by the eyeball main character, Sam.
I don't think I was ever told I could block, but I just kinda figured it out. Blocking seemed to be over-powered, things would bounce off me and be easily hit afterwards. However, if I did get hit it seemed really easy to get put in a situation where there was nothing I could do to avoid getting hit again due to a lack of invincibility frames. I also found it weird that if I tried punching in the air, my forward moment would just stop and I'd fall to the ground. The mechanic where you pick an ability after each level reminds me of Hades, which makes me think this could be a good setting for a rogue-lite or rogue-like in the future if the power-ups and levels were a bit randomized. I don't think the additions of the ghosts each time you die made this a compelling exploration of the theme "Death is an opportunity" though.