Thanks a lot for the comment!
Yeah, I couldn't add audio feedback to the souls burning up or making it (nor add an effect it) which was planned to be added by the 2 last days of the Jam during which I had a lot of "fun" fixing some problems within the sequences of the rings and the not-finalized scoreboard. (If I didn't worked on those rings, there were quite a few problem whenever a soul was hit on the side by a moving ring.)
The biggest issues I had with the audio feedback for the souls was around having one that is neither too silent nor too loud because, sometimes, you could have 6-8 souls either burning up or saved within a single second. As such, I couldn't just add a "playOnce" whenever a soul was removed, but had to properly implement some ways of culling out overlapping feedback to a reasonable limit.
The commercial mobile version I'm currently working on has all those design and audio issues fixed. :D