Really good visual style and vibes.
I would recommend adding a summary of how the mouse is used to your list of controls to be a bit more explicit.
Really good stuff! Especially the strong visual style.
I often felt like I had tricky decisions to make, which is exactly what I'm striving for in this genre. Also giving each opponent a specialty was a really good way to give the game a sense of inertia as you go.
A few thoughts & pieces of feedback, since you mentioned you're looking at expanding it after the jam:
Looking forward to seeing where you go with it.
This game has a really strong visual style, both the geometric walls and the color palette are really strong. Similarly the parallax background is great.
Also I really like the use of both left-right movement and rotation, as it gives a lot of opportunities for more efficient path traversal. This could definitely be a strong time-trial style racer.
A few pieces of feedback that could be helpful:
This has a great visual style to it, and I really enjoyed trying to find the optimal hand to score both sides. Quite a tricky puzzle.
I think there's currently a bug, all the upgrades were returning this instead of the upgrades shown in the screenshots. If you end up fixing the bug let me know. I'd be very keen to try the version with upgrades.

This game absolutely oozes with style. Everything is really cohesive, the sound effects are especially pleasant.
If you are looking for a few minor improvements that could really take this game to a 10, I'd consider the following:
Awesome work!
Great sound and visuals. And some good vignettes. In my opinion the single best element is the "events discovered" label. That was a really good way to communicate how many moments there was left to see during the game.
Lots of little bits of juice and polish that really improved the overall experience. Great work!
Really good sound/design and UX, it has good bones, that could definitely turn into a something with a bit more thinking, if it included some more meaningful decisions.
The randomness of a wheel does make it tricky to balance, I think a greater focus on the ability to modify the elements on the wheels may help the player feel less of a sting when the randomness doesn't go their way. Even if its a simple as the player choosing where the negative spots are placed on the wheels, they might feel more in control when it lands on it.
Great work!
Nice work on this.
Since you mentioned your goals were to work on your art and UI, I thought I'd send through some feedback relating to that:
Good luck with the rest of the Jam!
This is quite a nice spin on a Buckshot roulette style game. The dealer character is delightful, and the audio suits them well.
I don't think the money is being doubled correctly, as I think it went from 20,000 to 30,000 after my most recent win.

Nice work on this, could easily be expanded into a larger idea post Jam.
This is a very charming little Foddian game. There's a few spots that you can get stuck, some way to slightly rotate the cart would be helpful to getting unstuck.
Not sure if you tried keeping the inertia wheel value after each launch, but that would make some sections a bit easier.
The L(A)UNCH button is a really great touch.
Love the character design, and the way stirring the pot works flavor wise.
If you wanted to make sure the player knows what they're doing before you start spamming them with mobs, you could start with only spawning a single mob, and having them move extremely slowly or be fully stationary as a secret tutorial step, such that the player can't lose whilst they're learning the controls. Then once the player has stirred the pot and beaten the first mob the game really starts.
Nice work on it!
This is delightful. The way you weave back and forth feels a lot like the action of rabbit and steel. This could definitely be turned into a full game.
The addition of a projectiles that need to be destroyed by a clockwise/counter clockwise sword could add some really crunchy challenge for harder levels.
If you're looking for last minute improvements, some way of communicating your progress per screen could give the player a stronger sense of how far through the game they've progressed.
Nice work!
Orestorm Factory is a BulletHell Roguelike where you build a factory of drills and processors to loot a cave, while dodging your way past enemies and your own deadly machinery along the way.
Its a base building game where a lot of the challenge comes from having to dodge the ores your own factory is producing.
Play it in browser at https://fourorbstudios.itch.io/orestormfactory
Watch the trailer here:

Don't let things get out of control:

Build upgrades between games:

Build a factory that can withstand a boss