My biggest regret is spending too little time to teach the players how to play:
-I was planning to make a nice "tutorial" with some GIF images to teach the player how some of the interactions are.
-I spent a lot of time polishing the interactions so they felt more intuitive (at least to me).
-Finally I only had half an hour to add quickly some cryptic sentences that don't really help the player to grasp what he needs to do.
-Being my game a weird puzzler, I think a lot of players haven't really seen the depth of it, and with a little scratch of the surface they decided to rate it as a simple unoriginal group breaking puzzler score attack game.
I had this issue in a couple of gamejams already and it's something that can really ruin the experience to a majority of players who will only play for 5 minutes or so. I'm happy that at least some people took time to understand the game and, supposedly, they liked it. I hope this time I learnt the lesson.
https://le-slo.itch.io/monologue