Gameplay: Game play is good. Great creativity on asset interaction. I honestly think if you added a ricochet pointer for at least some of the early stages, or rearranged the levels a bit you'd be in a great place. And by great I mean you could put this on steam for a buck or two. (assuming you have enough levels)
Creativity & Innovation: This isn't super innovative by any means, but I liked and was surprised by the ability to have the satellites shoot at each other and not loose the "keys". That really got me really excited. Goo djob.
Theme Adherence: Adhered to theme.
Playability & User Experience: Most games in this jam suffer from this issue where the controls are not intuitive or communicated well enough, but you did a good job of not having overly complex mechanics, and around level 5 were introducing level designs that taught players the mechanics very transparently. fantastic job on that. (The first couple stages were a little rough though)
Art and Design: Cute and fun.
Overall Fun Factor: I think it's fine as a puzzle game, but those inherently have a bit of a limit on how "fun" they can be for a wider audience. Some adjustment to the VFX is probably the right answer, but I also don't think it's necessary to really adjust them too much.
As an overall comment: This is honestly delightful. If you adjusted the bgm and sfx to something a little more asmr-y, I think you have a solid little indy chill puzzle game. Great job.