Hi thanks for letting us know, I tested this on CachyOs, what Distro did you use if you dont mind me asking?
As Kaz said we plan to release a patch addressing everything once the jam is over and improving it more.
It is latest Debian. I made it to work after forcing compatibility renderer (basically turned off Vulcan support for a moment), apparently that can be an issue with my GPU (it's a few years old integrated Intel on that laptop I tried it to run on). The gameplay is pretty good, it was a bit laggy at times, but that might be the age of this laptop (few years), still I tried 2 other browser games from this jam just to compare and they were smooth, so maybe something's still a bit 'too heavy' in this game. It looks like a fun platformer prototype, not much to complain about from me regarding gameplay. Maybe that (familiar with Crash Bandicoot games) I tried to kill enemies by jumping on them and they hurt me, but that I get is a conscious gameplay choice and decision, not a bug :P The art, especially colors gave me the swampy washed out feeling in level 1 (didn't really test other levels - sorry for that, messed with this game to even make it run for quite a while), it was a good design choice I think as it sets the proper mood for the whole "swamp'y" world. Congrats in general, pity that you didn't make it work in browser in time... Btw, I of course didn't make your game, but are you sure it's the saving system that breaks the web export? The only things it complains about in browser console are some fbx files (missing, or just unable to be loaded), maybe switching them to glb/gltf would already help? :P The web exports seem to not like fbx format (and if you use e.g. Blender there's no reason to not use gltf/glb files out of the box when exporting to Godot), I had issues with that as well some time ago.
I'm glad you went to the effort to play the game and got it to work and enjoyed it.
In all honesty we were still tossing up in between crash and ratchet for our attacking etc, we originally scoped for more features but scoped down, we had planned to have a ranged attack which didn't make it, but combat is something in the future we plan to polish and we will pick a direction more solidly.
Regarding files and errors I think some of these were due to the UID and a few other errors we had some assets are gltf some are FBX, but that is all things that were fixing for after the jam build, optimizing everything and fixing the saving as atm it isn't working completely.
We didn't get to the optimizing part of the jam build we underestimated level design time for 3d.
Some parts of the levels are still csg shapes.
But thank you for taking the time to try it out and updating us!