Thanks! We have a post-jam patch ready to address the first bullet point (the fall terrain softlock) as soon as we're able to upload a patch.
A tutorial would be GREAT! We were pushing bug fixes as late as 20 seconds before the deadline and didn't have time to set up a clear walkthrough of the mechanics.
On the opponents turn all the enemy discs nudge themselves in a certain direction. For the jam, we only implemented one basic enemy who moves in a random direction, though we had plans for a variety of enemies with other behaviors (aiming for the nearest player disc, aiming for the 20 hole, smartly aiming including some collisions, etc.). Our post-jam patch adds an indicator arrow to each so you can preview where they are moving next turn and try to focus on high priority targets.
All the graphics are our original assets (either frogsy or extremelymild depending on the asset), the music is cc0 that we did not generate ourselves as our musician ended up too busy during the jam to participate.