I like it! The art style is cute! I will note you can technically throw the enemies anywhere and they will take damage. so... using the enemy against themselves limitation is applied loosely as it's not required to aim and throw the enemies at other enemies. That aside... i had fun!
My suggestion is add a spacial awareness radar since i got blindsided by enemies behind me many times. the game could also use a tutorial just to get used to the grabbing and throwing mechanics at the player's pace, rather then having to figure it out on the spot. And some visible UI and HUD elements that indicate that you are grabbing someone and who are you grabbing goes a long way in a rougelike game like this where it can get crowded easily. It also would be nice to pick up items from the environment and/or the enemy's hands and use those as throwing ammunition, similar to half life 2's gravity gun, but that is low priority since that is beyond what this game sets out to do.
all in all, you did great! I recommend spending a week between mini jams to polish this game and release a post jam patch after the voting period is over. I look forward to what you cook up!
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Oh, I see that u missunderstood this mechanic as non priority to use enemies against enemies, but if u will throw enemies away or try to smash them it will be less effective then using them to kill another enemies. I don't think that game will be quite fun and logic without taking them damage from falls.
What about spacial awareness radar - its really good advice. I think it will be more predictable where player should move in the battle.
Also i 100% agree with you about tutorial, i would like to learn this mechanic, because I didnt try it still in my games.
Also I didnt understand your suggestion about "visible UI and HUD elements that indicate that you are grabbing someone", beacuse there is outline around enemies, while you hovering them.
Thank u so much for such a huge feedback! I will try all your advices.