Thank you so much for your feedback, Wibswaty! It really helps a lot.
The movement and controls tutorial was planned to appear on the start screen, together with the menu icons, but I had some issues with the Canvas after making the build. It was a huge learning experience: test the build in advance and never leave the submission for the last minute.
Since the game was designed around a quick loop, my initial idea was for the player to learn the paths through repetition, improving their gameplay time and the amount of points collected with each new attempt. Because of that, I ended up not making that part as clear as I should have. But it is very important for me to understand that this was felt as something missing from the gameplay, whether in clarity, tutorialization, or polish. I will definitely pay close attention to this in future improvements.
About particles and visual feedback, I really did not have enough time to polish them. Also, some effects that worked inside Unity did not appear correctly in the final build. There were camera shakes with different intensities for fall damage, damage to the life trees, damage to the boss, and important moments during the fight. In the boss scene, there were also supposed to be pillars that deteriorated as the environment lost health and shook to reinforce the feeling of destruction, but this also ended up not working in the final build.
After the jam period, I intend to study what caused these issues and fix these points. Once again, thank you so much for your attention and feedback. It really helps me learn and grow in game development.