Thank you so much for playing and for giving such detailed criticism, I really appreciate it!
Regarding the ending, I don't think there is one unfortunately. I thought my partner may have put something at the end and I think I may have seen something somewhere about an ending possibly being there but maybe I misread. I didn't have the time to ask or play enough to find out but I guess I shouldn't have suggested that there was an ending in the description if I wasn't sure. I apologize for having wasted your time, I will change the description and, once again, I thank you for generously giving so much of your time to try the game.
Regarding the lag, I never experienced any when play testing myself, though I didn't try the browser version for that long so maybe that's specifically a browser problem, but what I did try seemed pretty stable for me on that front.
Being my first jam, it didn't cross my mind to have a level select or cheat. I guess I was coming into this with the mentality of not having an easier way to progress that isn't the core mechanics of the game but in the context of a jam I can see how that can be very helpful and useful so maybe your approach is better. I'll keep that in mind and do that in my next jam.
I figured the newspapers would be obvious to be interactable with E but I imagined the benches wouldn't. I didn't get to tell my partner that and if he noticed that too I guess he didn't have the time to implement it but it's a totally valid criticism.
There was supposed to be a lot more than the 1 punch and the punch was intended as a last resource so I'm happy that it didn't feel easy while still being fair. The game was supposed to have a vendor where you could get weapons by collecting money from killing the robots, kind of similar to Ratchet and Clank. I had already animated the vendor and designed some of the weapons. One was a sort of vacuum cleaner that could pull the enemies to you so that, in the few instances where they spawn near a ledge you can't get to without being hit, you had a different strategy. The punch was initially meant as something you could use when you had no ammo, as well as jumping over them or luring them. Unfortunately, none of this was implemented but I'm happy there was still a level of strategy and satisfaction in your playthrough.
I do like to aim for a level of grounded realism in the games I make so I'm very happy to hear that you got some of that.
I think the different way the robots fall was more so an happy accident then something that was intended but it's still great that that's in the game. I'm now wondering if there could be a weapon made specifically to confuse nearby robots at the press of a button to further develop that idea.. I don't know how well it would work in practice but maybe I'll add that after the jam is over and see how it works.
I agree with the need for a coyote jump. In fact, it was something I mentioned right at the start of development but my partner had never heard of it and I guess he forgot about it. Definitely something that will be added after the jam as well.
The initial idea for the benches taking a while to heal was because there would be a bit of dynamic music that would play. There was something for when you were at full health, healing, a robot was approaching or a robot was approaching while you were healing. It was a way to add more tension and strategy to the game while also giving a bit of rest with some relaxing music if there were no robots nearby but that didn't get implemented either though all the music already existed.
Ahahah thank you! I was quite happy with how silly the robots looked myself. I didn't think of zombies but definitely went for noodly limbs. Probably my favourite of the animations I made.
I'm glad you liked the visuals!
Thank you so very much for playing this much and giving such thoughtful criticism. I'll be sure to take as much away from this as possible and also change the description. Very sorry for wasting your time again.