Thanks so much! Yeah, I'm stunned that I managed to achieve what I did. Truthfully, the scope was a bit larger, but my game jam process is usually to make the scope bigger than it should be. I take the big picture, divide all the ideas/mechanics into three categories: "Must Haves", "Should haves", and "Would like to haves." As I work on core mechanics and "must haves", I track how much time it took compared to my estimates. By the end of a session I take a look at that, and cut from the "would like to haves". I repeat this process each day until I've cut all the "would like to haves" and some of the "should haves."
It may not be the best approach, but it practically guarantees that scope creep doesn't become an issue because I'm working on trimming scope as I move along.
The tile-based movement feels weird for a couple reasons. The issue is that I'm tweening between the tiles, but I'm using a single frame sprite. I tested it with my crappy art, and with a two frame cycle it looks and feel much better. So yeah, I agree with your point on the movement feeling off.