i suck at schmups but i can deathbomb (i think) so its ok
i never thought i'd see touhou influence in this jam and overall this is really really impressive

wish there was just a lil bit of buffer time before the pointer starts moving in the turtle game, feels near unreactable once you win alot, but since the pointer does go back maybe that's part of the strategy (and the game since this is supposed to be a reaction test)
other than that i really enjoyed the game, the 3rd phase of the boss really tripped me up (but i managed to get through, thankfully)
the ui was a little unclear (but not too hard to adapt to) during the select screen, and it's regrettable that the mouse controls did not work well on browser (and since i'm on mac i can't just download it)
i also think that even a single little slide of the controls in-game would've helped (since you do have to scroll down for them otherwise, and that's if you don't download it)
also i think it would've been beneficial to see where each cat is facing (with an arrow) so the player could adjust their movement accordingly, but maybe that's just a browser issue since the cats do turn around
that being said, i had alot of fun playing this game and i appreciate the simplicity of only needing a mouse to play (won on my 2nd go)
apparently pushing the stone backwards is also viable, was kinda forced to do it every time i got the stone up to the top
since this was made in godot i will suggest that you should try to use Area2D nodes to detect if the stone (which i assume is a RigidBody2D node) enters an area (like the top of the hill) using a body_entered signal rather than using the eternal void
to be honest though the concept of a boulder-rolling factory is amusing and it would be nice if it could be fleshed out one day
this gimmick did remind me of bloons td 6 which i thought i should add
the enemy movement system is kind of bugged, esp if you leave no path for the enemy
i think this concept is unique but being able to rotate every tile might be a nightmare for balancing, and there's not that much incentive to change the tiles once we do get a solid defense down
so i think if you could guarantee an enemy path for every combination but add an incentive to switch up tiles then the concept could benefit a lot from that
loving the the visuals and the uniqueness of the game but im not sure if this is a browser problem specifically but the visuals kinda bug out when i lost to a coworker and after i press the next button i just get stuck on a loading screen

but maybe that's my fault for trusting the IT department
i'll try to rate it if i can get it running elsewhere