We apologise for the late review:
GDD
I like your spirit. The GDD was your brainstorming of the game. This is really useful for us to understand how you developed the game. However, if you put this with a well-structured GDD like the template we gave, the judges will get a better idea of your developing process, and you will have something to help you to structure the developing of the game.
The GDD works as a guideline for your own game, what to make, and what is planned. What to focus on and what fleeting idea to scrap. It can be used to check if that thing you thought about at the beginning still matched what you developed so far, since when you are making a game, a switch of vision or focus is natural.
This can be of great help for you; it can be very simple as well, just to add structure.
And all that can be put after your brainstorm—I really liked to see that.
Gameplay
What a blast (get it? get it?). Something so simple was just so fun. A little sandbox of mayhem. The mechanics are in their infancy but still well implemented. I was impressed that you actually need to pick the landmine with one of the legs; most people would take the approach of making an invisible sphere to work as a hitbox.
And the physics are just mayhem. When you position yourself just right and a landmine goes off, the speed boost is massive. I loved making laps around the world.
Art
The use of the assets to populate the world was enough to make it feel bustling. I was confused about the ring around the world, but it turned into a challenge, trying to launch myself there (I failed).
Simplistic, but it did the job, and it gives you room to expand whoever you like.
Sound design
At the time of this review, there was no BGM or SFX implemented.
Last thoughts
Naaaaaa nanananananana landmine damacy. Very fun concept, and can fit in any setting you want. If you lean more into the physics you developed, it may become a very wacky game.