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Found this one pretty fun! Movement feels nice, and the dungeon itself is well laid out. Throwing boomerangs itself also really satisfying (I love the small screen shake)!

For as much as I love the boomerang dungeon crawler concept, I sadly found fighting with the boomerang a bit uninteresting. Having a bunch of boomerangs flying at an enemy is definitely satisfying, but there's little strategy involved in combat. You just spam click in the general area of your enemy, and your boomerangs go there. In particular, the position of your character barely matters at all for attacking, aside from maybe getting you a stray hit every now and then while your boomerangs are traveling to where you clicked. One way to make the combat more interesting could be to make the boomerangs travel in the direction of your click but have a fixed distance from the player that they travel too—no closer, no farther. That way, you'd have to carefully space yourself between you and your enemy, and your character's position would matter for more than just dodging. To make having more boomerangs more interesting, maybe throwing boomerangs in rapid succession has the subsequent boomerangs travel further from the player but in a narrower arc. This is just one way you could go about improving combat tho; there are a bunch of directions you could take it.

Also music good

I originally tried a very similar concept and it just felt awful to use and was wayyy to punishing with how the boomerangs worked, but I understand the gripe, near the end the biggest considerations I had was having the boomerangs interact with the environment and maybe limit the range to like 300 but still go to cursor to make it a bit more fun

You'd definitely need to adjust the enemies to make more restrictive boomerang trajectories work; with the enemies' current speed & AI, it'd be a pain to hit anything. But alas, you only have so much time to try and tweak things in a game jam. Kudos for trying out different options and picking what you felt worked