Thanks! On hindsight I did overestimate the difficulty of the game, I put that there mainly to mentally prepare people to play longer than expected since jam games are supposed to be short.
As for why I didn't upload a WebGL build, it was because when I uploaded it initially, I had set the stretch mode to disabled, as the Godot "Multiple resolutions" page said to do for 3D games, but I found that the smaller WebGL viewport cropped away the right and bottom sides of the game, such that you couldn't see the minimap. Being so close to the deadline, I decided to just not upload the WebGL version. I didn't realise at the time that the solution was a simple fix of changing the stretch mode to 2D or viewport. That was also why playing on smaller resolution PCs, such as 1366 x 768, caused the minimap to be hidden, as was what happened for one of the commenters below.