I did a little bit of endless too. Not sure what the highscore is, but I until I see a higher one I shall claim it as my own :)

This is very well put together. I beat the whole thing. I'd say the turtle was my favorite, it definitely took me the longest.
As other folks said there's some conveyance and polish that I'm sure you're already itching to change so I won't re tread that ground. Instead I thought I'd highlight what stood out the most to me.
The Animated title page is probably the best I've seen in the whole jam. Great logo, and great character design, 3d world behind it. Not sure if you've seen the GDC talk on Living breathing Key art, but it goes into how hard a task making good animated key art is. I'd recommend making sure a GIF of this title ends up in the team's portfolio after the Jam.
Also the little hat bob the character has when they move is fantastic.
You really cooked with the hammer mechanic. This could definitely be expanded into a full release.
If you do expand it post jam, I'd recommend reshaping some of the jumps so that they seem harder than they are. I think this game would really thrive if the player can just feel out each jump without having to stop and practice each jump. But I might just be bad at platformers haha.
Great Job!
Used some free assets, but did all the voice acting myself :)

https://itch.io/jam/theveryseriousjuniperdevgamejam/rate/4711600
This has a lot of charm. I think unique movement systems like this have a lot of merit for making short Foddian style games. If you're looking at post-jam improvements, a way to slow down or maybe even freeze gravity for a moment so its easier to click the character in mid air would help a lot.
Nice work!
Really nice work on this one, played through the whole thing, got every upgrade, number went up.
If you're doing quality of life upgrades post jam, the ability to sort upgrades in order of price or putting bought out upgrades at the bottom would be handy. Also potentially some form on win screen once you've done everything to put a nice bow on the experience (Maybe just showing the full list of workers you knocked out, over how many days?).
Great Stuff!

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!