I already did a small postmortem on my game, but after getting more feedback I think I have something extra to share.
I noticed that the game's feedback has high variance. Some thought that it's too easy, and some got stuck. Some thought it's too much content, while others thought it's short. Some thought it's deep enough, while some thought it's shallow. And I think I found some reasons for that. But not to spoil the game, I'll try to keep the analysis short and generic. Here's 3 ways to get variant feedback:

1. Break Conventions of a Known Genre
When you present your game as being of one genre, people will have expectations on controls, mechanics, goals, and theme. If you are not smart breaking conventions, people will feel uneasy.
My game feels like an RPG, but it doesn't stick to conventions. So for people who had certain "RPG expectations" felt that the controls, the mechanics, and the story was broken.
2. No Clear Target Audience
If you don't make it clear what audience your game would suit, you are going to get the wrong audience. Or you might get the correct audience but with the wrong set of expectations.
My game somehow, either through visuals or description, did not make it clear what it's purpose was. I found that younger audience did not get the game, while more mature people found it interesting. I should have done something to mitigate that.
3. Giving False Promises [MINI-SPOILER]
Maybe this one is not applicable to a lot of cases, but my game gave hints of things to expect, but intentionally didn't deliver on them for thematic reasons. For someone who doesn't like those thematic reasons, they feel like they were given a false promise.
Aaand thanks for a great LD everyone!
