Thanks for the feedback. Choosing the first color to pop wasn't obvious : if i start with orange, the player can understand the defusing mechanic by doing nothing (and understand naturely that he should 'collect' the blue mines, it's more friendly to non-gamer) but if i start with the blue mines, the rythm is better (the action start right at the beginning and there is a slower phase before the "mixed colors" waves).
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Yeah, my thought process was:
"oh i can move the blue character, but the orange one is static"
"hm these are all going for the orange one"
"maybe i should protect the orange character by colliding into the blue projectiles"
so that's kinda how I figured how to play the game without being able to read the instructions, which kinda shows how intuitive the design was :)