The first thing that stands out is that you are releasing a new version with its own page and full release version number fairly often, when it is more like the latest minor version of a single game that is still early in development, and that you are putting a price on it. Is this really Voidloop 4 v1.0, or Voidloop v0.4? If this was not part of our jam, I would quickly be moving on. I can understand having 2 pages up so you can ask for comparisons between versions, but you have 4 game pages for variations of "Voidloop", with the oldest only being uploaded 51 days ago. It seems like you are creating these as new "games" so you can spam them to a bunch of jams for free publicity, especially with prices being on each. This gives a bad impression. Depending on your goals, you may want to think on if this is the best way to present your work. Trying to make money on your work is understandable, but the way it is presented looks bad. Since you are commenting on games in our jam I am playing and reviewing your submissions, but I would not do so in any other jam I saw such a submission. If you are looking to get more feedback and plays, then I would suggest presenting its early development state more clearly, and removing the price. Leave it so people can voluntarily donate, just don't set it as for sale. In many jams people will simply skip anything with a price on it, so that alone reduces chances of feedback and plays. Submitting to a lot of jams, especially something that was just added, and doesn't look like it fits all of them, will also get many people to look at it as scammy and avoid it. Again, I don't know your goals, so you will have to decide how best to proceed to achieve them.
The amount the player # buttons on the bottom of the menu move seems a bit excessive. I also had them flicker in certain positions. Maybe have them move about half as much.
The greyish-purple text on grey can be hard to read in some places. It is very hard to read when it is over top of other things, such as buttons. Your screenshots show text below the buttons, so this may be based on the fonts you use and how you position them. My guess is that you are using system fonts that are not available on all OSes. I am on Linux, so if you have a Windows or Apple only font, I would be seeing a fallback font that may be a different size. If you can include your chosen fonts in your game that could help with this issue.

The game starts with showing you have "Lives: 1" when I die it goes down to 0, then I died again and the game continued, with it staying at 0.
The game feels very laggy and jumpy. I don't know if this is intentional and part of the gameplay experience you want for it, but I found it unpleasant. It felt more like the game was simply not optimized well and the controls just did not respond in a timely manner.
The core game itself is a decent concept for a simple game for people to play when they have a bit of time. Personally, I feel that it is a bit too random luck based. I'd prefer if it was more skill based, with the player having more feedback about what is about to happen, so they can make decisions, and more responsive inputs to implement their choices. Right now it feels like I should just go toward the gems, not step on a death spot, and hope one does not randomly pop up and kill me. With the lag from input the quick changes just feel worse.
