Aha, yeah I think I know what you mean. Definitely something to prioritize, thanks for the feedback. As for the inputs, I definitely thought I was clever by reducing the number of inputs by just using W and S for throwing, since they did nothing otherwise, but it would definitely be a good idea to include alternative controls. And I fully agree, unfortunately the deadline's biggest impact on the game was the fact that we didn't have the chance to make any levels. The one level in the game was haphazardly thrown together the day the jam ended and definitely leaves a lot to be desired in terms of pacing, etc. The plan is definitely to have the introduction of new mechanics be spread out over the course of ~8 levels or so. Thanks so much for your feedback, I really appreciate you taking the time to draft up all your thoughts! (And apologies for the delay in my response)
And yeah, the main menu thing was kinda on purpose, though it didn't work out as intended. The plan was to have the player walking left act as a "Quit Game" button, but because WebGL games cant' be quit it just kinda looks like the game's bugged 😅 I promise it's cool on standalone builds tho lol. Definitely didn't consider that a machine piece could get thrown over there though, so that's also an excellent catch, thanks so much!