I'm glad you were able to figure out how to run the game!
> It was difficult get rid of slow/poison buffs again once picked up, you basically had to throw away all your inventory to walk normal again which was a bit annoying.
We didn't have a lot of time to hone in on inventory management or teach it to the player, but at the last minute we had added a Q/E method to cycle through which glob you will throw. It's just when you are in the heat of battle you don't really have a lot of time to swap and throw the specific one that is the issue. We wanted to lean into it being hectic to be poisoned / frozen / have a bomb attached to you and making quick decisions about your globs. Chris had an idea where you could press a button to expel all of your globs at once, but we ran out of time.
> I am a bit sad that we only had 4 different power-ups in the level because this is definitely a scalable concept but this is not something I hold against you.
We actually have a list of over a dozen different powerups! We picked the ones that were the easiest to understand / implement / teach in the time allotted.
> I enjoyed your game to most so far, considering the entire game experience. Well done!
Cheers and thank you!