A lot of this are my thoughts exactly! The game was ambitious (maybe too ambitious for 4 days ahahahaha) and we put our focus into making the ENTIRE game, and to make it playable from start to finish without any major bugs. We did that! But by the end of the jam we barely had time to properly test the game, let alone add a tutorial and proper feedback to everything.
During most game jams we put way more focus into polish and feedback, making the game sparkle before even *deciding* what the scope of the game will be. This jam we went for the opposite approach, spending additional time planning and designing and properly implementing content, rather than adding particle effects and animations and sound effects to make the game *feel* intuitive to play as we went--Gamma's laser attack has ZERO feedback on it, it simply deletes everything when you activate it ahahahaha! Doing the jam this way was interesting, and I learned a lot. Given 1 more day, I believe that we would have implemented most of this comfortably!
This is good feedback, thanks for playing!