It's back and as zany as ever! I haven't played this since the initial SBIG Jam version, so I guess my feedback will be for all the gradual improvements and not just the ones specific to the very latest version.
The menu UI is pretty rough, but it's an SBIG game, so that's kinda to be expected. It did all seem to work, though.
One thing I noticed is that my chosen weapon seemed to reset to the strongest when loading the next level.
The hit indicator is nice, not sure if that was in the initial version. I found the crosshair too big and opaque which sometimes made shooting enemies at a distance difficult.
I did actually use the slam this time, and found it pretty useful though still finicky and lacking in impact.
I didn't find the big room as fun the second time around. I could tell that there was some bugfixes and the enemies actually went active when they were supposed to this time and couldn't be cheesed around. But I found jumping finicky especially on the trampolines which only sometimes seemed to work properly, and I found it hard to tell when I was being hit by enemies and where from.
Hit indicators would be nice. Yes, I know I need to implement those someday too...
I almost got stuck on the level bosses when they died in the doorway. Not sure if it's possible for them to die in a way
The end boss is an anti-climax boss, which worked well for SBIG Jam, but outside of that context, well, I kind of wish there was a real boss.
To be honest I didn't really use any of the new quality of life features, though I think all of them are good additions.
All in all I think it's a decent update to a very weird but solid game.