I feel the same, and almost made a similar post for my own game.
first thoughts on your game are that I feel bad that tv channel manager happened to be the most oversaturated genre on this jam (I think I personally play at least 5 games that had channel management and multiple days, and i only played about 30 of the 160 that were there), so independent of your quality you had to deal with the people who played multiple games probably feeling burnt out.
-really appreciated the tutorial you made. I didn't really get what I was supposed to do the first playthrough, but once I realized the actors had a type it was pretty clear what I needed to do. Definitely would need more mixups/wild cards/ disadvantages ect if you were to make a full game with the mechanics. the downside of advertising never really offset the benefits of firing all your buppets each day (terrible boss i know) and getting what is needed and fully upgrading them. my second playthrough I had full viewership at all times despite rolling any ad break by day 7, so I'd make mad bank, roll for $70 buppets, max them out and get massive numbers no downsides guaranteed.
-I couldn't find the credits, so I couldn't tell if you had an artist, or did the art and music yourself. I would say there's an issue that the illustrations are very charming, nice and well made, but the use of colors in the background that were nearly similar values and just as colorful as the sprites, and the crt effect(which I do like) they look too noisy and don't mesh with the presentation. The music that plays through the majority is way to short of a loop (that doesn't loop at a satisfying point) and is very atari-ish. The song you have at the intro screen maybe should have been what you stuck with for the whole thing. I went back and let it play and it fits the vibe better, even was a more satisfying loop.
-I love incremental growth games, and I think the core idea was very strong, I could completely see how with polish and extra oomph you could get a balatro esque game where deciding on keeping or firing characters has big risk reward, and planning around engine building that gives big numbers is the goal
I love digging deep into design, so feel free to ask if there's something else you feel you need feedback
