The core mechanic is potentially interesting, but as others have pointed out this isn't remotely attempting to conform to the creative constraints of the jam.
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You seem to be unclear on what "pixels" are, so I will try to explain. I apologize in advance if this seems in any way condescending.
The Nokia 3310 has a display consisting of a uniform grid of squares. The grid has 84 columns and 48 rows. At any given time, each square can be either a dark or a light color. It is not possible to have "half" of one of these squares illuminated; all graphics (including text!) must be drawn using these pixels as the minimum element of granularity.
Your game displays many objects at varying sizes which are not even multiples of a pixel size which divides your display into an 84x48 resolution. Objects move smoothly at "sub-pixel" intervals. Text is often scaled or animated in fine gradations which are not multiples of pixels and use anti-aliasing to smooth their edges. The background border of levels uses very finely-spaced lines which in practice appear as a different color from the proscribed 2-color palette. Even the introductory sequence of the game uses additional colors (black and white) beyond the palette constraints.
I hope this has helped clarify why your game has received criticism with respect to its adherence to the jam's aesthetic constraints.
Now, I understood, thank you very much for your explanation/feedback!
The background border of levels uses very finely-spaced lines which in practice appear as a different color from the proscribed 2-color palette.
We used no more colours than the given colour pallet for the game rather than the splash screen.
Even the introductory sequence of the game uses additional colors (black and white) beyond the palette constraints.
This does count too?! :)