Amazing first ever game jam submission!! It had undeniable humor, a fun art style and solid gameplay loop. It was easy enough to understand what to do and you could naturally figure out how to win the game. I always appreciate a tutorial as well!! Making that part funny really elevates it.
It is a little hard to know when exactly you have hacked a machine, some sort of feedback would improve this a bunch. The general max delay you can have before a player feels like they are not in control of what is going on is ~200ms. It could be as simple as a progress bar, animation or some other form of visual feedback that just lets the player know that yes, the button they are pressing is doing something. This can be extended as well to the UI, if you aren’t totally paying attention it can be hard to tell that the cash has gone up.
For if you decide to come back to this and continue development:
The players goal in your game is to hack the machines for tokens and cash out 1 million. Make sure every part of your game emphasizes these goals. Make the hackable things stand out against everything else, make high value hacks even more distinct, and give the player a reason to do both. The police AI adds to this conflict well, but you could definitely extend it much further - maybe they have different states depending on how far along the player is in the game or call for backup - maybe the player can hack other devices that cause distractions, or high value hacks require more time with the button held. The possibilities are endless but focus on how you can supplement the core loop you have already established, and ensure EVERYTHING has layers of feedback.
Great work!! Especially for a team of tri 2 students, I look forward to seeing what you all do next!!