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Super fun game, goddam those critters and their complete lack of basic self-preservation sense. If they weren't so cute they'd be in big trouble

I liked the little narrative you laid out, and the gameplay explanation started off really well with the "here's a guy, fling him around!" that's perfect. Unfortunately, the rest of the explanation sort of just became a wall as you know, I think just continuing how you started by letting the player have a go and introducing the mechanics/hazards one at a time with the brief explanation at that point instead of up-front would do wonders here.

The gameplay itself is super engaging, like herding cats trying to keep my critters alive and the hazards get more and more frantic. It would've been cool to get some interaction between hazards, since you can kind of "aim" the sawblade things I kept wanting to shoot the yellow guys with them, that would be a fun addition if you plan to work on it more.

Big fan of the art style and the music was fitting, would've liked a few sound effects (especially for my little critters as they bounced around), but it is space so technically accurate silence haha. Also, a bit too much default godot in UI components/fonts.

Overall this is a really strong entry and a fun game, keep it up!

Wow! Suggestions galore! I'm gonna love this :D

Initially I was planning to make it a scenario where the moment a threat was introduced, a button would pop up allowing you to pause the game and it'll open up an infographic about what the enemy's all about. Unfortunately I ran out of time so I had no choice but to resort to what I did ToT

I had more enemies planned as well, like movable rubble that had a concealed laser that would mess up both the critters and the enemies alike. But I quickly realized that scope creep was about to breathe down my neck and had to make do with what I had done. Mistakes were made and learned from I guess ahaha

I was already struggling to finish the game as it is and the music was also on the day before the deadline itself XD

I planned to have phased music where it becomes more ominous as it goes along but quickly realized I probably can't finish it. I didn't have a solid DAW and Maestro was... a pain to work with, so there's that.

As for sounds and UI... well, since it's my first jam, I thought "We  can polish those skills later, for next jams or projects probably." And so it was. The fact that I even got the game out and that people found it fun was a one-in-a-hundred miracle in itself. 

I'm glad that I was able to learn many lessons in this jam, like managing scope better and cleaner code infrastructure. 

Thanks for your feedback! I greatly appreciate it. Would probably look into finding a solid DAW!