thank you! i actually finished the majority of the level design and stuff on the last day of the jam, and I was away from home for about two days beforehand.
the game was mainly inspired by Kung-Fu Master, which is why it feels a bit stiff. it was originally gonna be a lot more fluid and even have combos, but i felt that it would've been out of the scope of the jam, so i stuck to something arcadey and reaction-based (and consequently a bit too difficult, as most people who tried playing can testify). there weren't many playtesters as well.
i've considered doing a post-jam update to rectify these issues, but i'm not sure enough people would be interested.