Hi. congrats to everyone who worked on the game. Here are a few things I'd like to say about it.
First of all, I know that it was all made for a game jam and that the limited time frame may have not left a lot of room for polishing and bug fixing (especially since Moka, the programmer, was absent for a few days), so even if I criticize stuff, I completely understand why some things may have ended the way they did and I still really admire the work of all the amazing people who worked on this project. Plus, everything I say is nothing more than little nitpicks and nothing that truly ruin the game. Finally, I know that the voting period hasn't ended, so I don't expect to see any of it being fixed any time soon (if at all) and I assume that you already know a lot of the things I'm pointing out but can't change them right now due to the jam's rules.
Now, for the things I'd like to point out:
- Bug: when playing with Shiori's "Archived Memories" modifier, the game will start with the cages seemingly randomly appearing either full or half-broken. It does not affect the gameplay however as once the intro dialogue is over, they will all turn to normal, full cage.
- Bug: Some of the text isn't displayed properly, surely due to the characters used not existing in the font you are using (here are the two examples I could find, one in Ollie's level and the other one on the end screen).


- Bug?: When you get in the last 5 turns of a level, the number of turns remaining starts growing and shrinking, however, there is two problems with it:
- The number goes out of the Krony (I think that's how it's written in the singular) which isn't really visually pleasing;
- Likewise, we can see the outline around the number, and the fact that it has soft, round anti-aliased edges while the number is pixelated doesn't really look good either (I know that it's how Godot handles outlines by default, but I still wanted to point it out).

Feedback: It may just be a me thing, but I'm not really into how the level select screen has both pixel art with limited colors (background, level icons and font) and a more regular kind of illustration with color gradients and subtle hue variations (the Kronii image on the left). Same goes in the levels themselves where the tiles and ability icons have some soft shading while the memory fragments that get on top of them (as well as every other element on screen for that matter) are made with pixel art and have either cell shading or no shading at all.
Feedback: When hovering over an ability, the beginning of its description gets hidden behind the cursor. Also, I'd prefer it if the tooltip used a custom box and font rather than Godot's default ones.
Feedback: Ollie's board modifier can, in some cases, make it hard to see which memory fragment is hidden behind them. It's not impossible, but I still think that it could be good to make the "last stage" of a rotten tile take less space or to make the memory fragment it's hiding go above the rot visual when hovering over it.
Feedback: It may just be me being dumb, an ESL skill issue or a mix of both, but it took me some time to understand that the the tiles turn from yellow to blue when I line up memory fragments on them and that I had to turn all of the board blue to win.
Feedback: I feel like the hammer description doesn't roll off the tongue. It may once again be an ESL issue, but wouldn't it be better to replace "Click a tile to clear a single Tile." by "Click a tile to clear it." or something like that?
Feedback: You could maybe add the engine, the potential plugins used as well as the names of all of the talents found in the game in the credits, as well as include a button to see them in the main menu.
Typo: In Ollie's board modifier's description, we can read "rotten ties" when it should say "rotten tiles".
Despite everything said above I'm only pointing out little things to be annoying and genuinely enjoyed the game a lot. The art style, the gameplay, the music, the references and the way you tried to mimic the talents mannerism... it was really great and I'm glad that I got to play it, so thanks to all of the people who worked on it!