I personally find indirect or limited controls to be good creative constraints, so it's nice to see people experimenting with them. In this case, however, either they need some fine-tuning for efficiency or should probably involve a more advanced consequence.
For efficiency, player movement is slow and the effect of the burp is very minor, making the majority of play time about the chore of slowly moving things. If the movement speed & effectiveness was greater, or if the board was smaller, player intent would translate to gameplay action better and produce less idle time.
Alternatively, advancing the consequence of the burp to full commands (but with no control over the specifics) might have allowed things to proceed faster as well. For instance, if the burp assigns an objective (i.e. seek & destroy vs. flee) or nature of behavior (i.e. move forward, turn around, etc.), then the number of player actions required per gameplay consequence (i.e. combat, falling off edges, etc.) could be reversed.
Also, why CTRL key? Is it because of the theme in a literal sense? A slightly funny nod, certainly. But as an ergonomically inclined citizen of the Internet, allow me to put this bluntly: #$%@ ^&*!
Since pre-existing assets were used, I can't really give a higher score for that aspect.
In any case, a nice attempt at exploring unorthodox controls. Good work completing a game project in 48hrs!