Thank you! I appreciate the feedback, and seeing all the work CRiM put into the UI pay off!
The upgrade system and biomes were my focus going into this, really wanted to reward finding a bunch of stuff and making a strong build with it. The enemies were meant to drop fruit/flowers and also an exit key, but we focused other systems instead. I was sorta hoping the upgrade system being fun would carry on its own merit. It seems like it mostly has, but giving more reason to fight is definitely something I should have kept focus on.
Not properly prompting the player to open the bulbs is a pretty big miss too, sorry about that!
What would you say the sweet spot should be for length? I find myself liking when the games have a lot of depth to them, especially when I find one I like, but I know in a jam people like to try once and move on. The difficulty was made easier for that reason, but it still ended up being longer than I hoped for.