Thank you for your detailed review! I agree with you on what should be added. And no the no audio isn't a bug, I just ran out of time to add it lol! I was planning to add more visual and audial effects, such as the things you've mentioned as well as ambient noise from background objects. But I simply didn't have time to make all those in this short period haha!
I'm very glad you find the gameplay solid, in this jam I prioritized figuring out if making the controls smooth and performant when on its base level (lower end devices) was even possible in Unreal Engine, since I'm still a relatively new user of it. Though, I really adore working in Unreal, the engine itself is just so polished and there's so many bits of quality of life features such as individual tabs for each asset.
Before this jam, I actually had a whole modeled character with animations added with blender & the bobbing effects you've mentioned with "damaged" particles, before I realized I've burnt myself out trying to make a detailed character model before even making the actual gameplay prototype stage, and whether the size of the character I made was even valid for the type of movement I wanted to make. Making an editor module also took a lot of time and energy out of me though I don't regret doing and I learnt a lot about how Unreal's internal classes are positioned.
I participated in this jam after that to try get back on tempo, and the new mechanics I've found myself while during this jam crunch were pleasant surprises!
Yes I'll definitely be expanding this further, but first I'll have to clean up some code, because asset pointers for particle systems and player abilities are now all over the place haha! I'm going to move them all into its own clean class.