Really enjoyed the concept! The puzzles are fun to figure out, and the powerups open new pathways you couldn't reach before. The overall theme of rock-paper-scissors and creative level names (previous game jam themes!) also add to the fun. If you do a post-jam release, one suggestion I have is to nerf the up/down movement powerup - after getting it, the game can sometimes feel like a top-down platformer with inverted controls. Good job on making so many levels within 48 hours!!
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It's definitely more OP than I thought it would be, but I also kind of love how it just completely breaks the game too -- it's meant to mostly just be a last thing you get kind of thing, and to let you look at the puzzles in a new light. But yeah, if I add more in a post-jam I'd probably try to do cleverer puzzles with it, I think I just started getting obsessed with naming levels after the past themes that I stopped making actual puzzles.