I'm going to start by saying that overall this is fantastic and my reasons are more or less the same as everyone else's. But there's a few things that are really bugging me about this game that I feel are worth mentioning.
First, some nitpicky stuff: The dialogue was pretty fun, but there definitely needed to be a key connected to the skip button so you don't need to hover the mouse over the button on the screen (especially since clicking it also shoots your gun, which is very detrimental to builds with low ammo). The game also felt a bit too grindy, especially at the end. In my opinion this is at its best when you're rapidly picking up new effects and seeing their immediate and drastic impact on your build, but past room 30 or so that doesn't happen nearly as much and the game starts to feel way too repetitive. It took me 2 tries to get to room 50, the first time I died near the beginning so I was fine with starting over, but in my second attempt at around room 40 I was absolutely dreading the thought of dying and having to redo the whole thing. I don't think I would have stuck with the game if I died around there. Also a way to pause would have been massively appreciated, and some sort of indicator for the gun jamming would be nice.
My main gripe is actually with the art, which is honestly surprising to me. The game starts off really strong, the intro and main menu look incredible. Better than a lot of AAA block busters and indie classics, which is unhinged for a game jam entry. And in general, there's no single asset or sprite in the game that looks bad, you're all clearly very talented artists and it shows. But there's not really any consistency in the game's art, and that really bothered me (probably more than it should have). The opening and menu are incredible, almost bordering on overstimulating (without quite reaching it, again the menu is insane, no criticism there), but then the game drops you into a rather dull tutorial room with a minimally textured floor and completely untextured walls, and that's the theme (with some slight colour variation) for the entire rest of the game. That's probably the most striking example of what I'm talking about, but there's a few more irregularities I spotted. None of the obstacles seem to have matching styles, and there's even competing perspectives. And none of the styles of the obstacles match the style of the player and enemies (maybe that was deliberate?). I also found it kinda odd the projectiles were just circles, but that's getting unreasonably nitpicky. There's also some issues with layering, the obstacles don't seem to be y-sorted, and the same goes for some UI elements in the textbox. The game also has a few pretty great transition screens, but then there's only half a transition between rooms (it almost feels like you meant to have a fade-out transition when getting to a door but just forgot to include it).
I don't know what it was like developing this, but it looks like there might have been some misplaced priorities. If this was a 2-week jam then the voting period would just be a formality as this cruises to winning without any real competition, but as it stands all the polish feels very lopsided. Some parts of the game and especially the art are beyond incredible, but to me at least that made all the less polished stuff stick out more.
I still really liked the game of course, it kept me hooked until the end. The risk-reward mechanic is great, especially since sometimes you might want to risk taking a decent risky effect when you could take a positive one to avoid being locked into taking a potentially worse risk. So there was definitely a lot more thought required from the player than I expected at first which was great. I have exactly zero criticism of the audio and music, it's pretty incredible. And the dialogue and story was fun and more than I expected from any jam entry.
I really hope I haven't come off as too harsh, it's entirely possible that I don't know what I'm talking about and am in a tiny minority, but there's an incredible amount of potential here so I hope that my feedback can be useful in some way.
(Sorry about the wall of text)