I really liked the tea concept! Walking and not walking through walls. That was the strongest part of the game by far for me.
My problem though is that I suck at tower defense and in all honestly never found one that worked for me.
So my critique should probably be taken with that in mind, but I feel like there are two main problems: available information while playing and player on-boarding. The latter is really hard, extremely hard to manage during the jam, but I also (?) didn’t understand or promptly forgot I could summon monsters and playing without it seems quite impossible even on easy setting. Might be easy still is way too hard for a jam-difficulty even with summons.
The second part, from my understanding of tower defense games, they generally have a zoomed out overview type of perspective for the player. Or fast ways to scroll over the map and get to places. Otherwise it becomes very hard, and starts to feel unfair. I would suggest, as a start making the side-bar much larger allowing the player to see the entire map at all times. Probably with a static north in the map (no rotation) and rotating player direction instead. Clear signage of what are heroes and monsters (and their state). I understand the map showed what you needed to know (mostly) but only if you know and remember what was a monster and a monster in need. And heroes and spike traps looked identical to me.
The heroes and monsters were cute though, and I like the work on the intro sequence!
Play-through: