This game is an innovative proof of concept, a real diamond in the rough that would substantially improve if more time was dedicated to it after the #c3jam competition. It piques my interest to see where this concept could go in the future. I wish you the best of luck, and remember, don't eat finger-food after working with polymer clay!
What I liked most included,
-art concepts (the shape of each little creature rationally coincides with the composition of the large creature they merge into)
-music is pretty decent considering the time constraints
-character model textures match overall mood of the environment
-background behavior is also a nice feature, it moves slower than the foreground just like in real life
-almost all the basic mechanics of a good game are there
->Things to improve include:
-lower default master volume
-minimize vibration amplitudes when players crush stacked blocks
-allow players to break through more than one column of blocks at a time
-less ear-piercing sound effects when dying
-more intuitive stacking (I did not know I had to consistently stack them in the right order; also the connection mechanics seem wonky/inconsistent even when I stack them in the right order)
-larger instructions/visual aids would also help
-change the pause button from 'enter' key to 'p' button
-balance character abilities (the flying mechanic's really overpowered compared to the rest, and that character concept alone )
- area exclusively dedicated to each small character should be cordoned off for a reason other than 'the big creature can't jump but the little ones can'
-the optical area where the search light is used to see in the dark seems trite compared to the other areas, so what if instead of seeing in the dark using light projected through a limited field of view, the optical creature saw invisible platforms/obstacles instead (preferably made visible in its field of view using assets with inverted color schemes)?
-when the big creature is separated into three, it would be great if I could control any of them at will by pressing a dedicated number key or by rotating between them using keys Q & E, this provides room for more advanced puzzles utilizing the three little characters simultaneously in the future while still using the coding scheme you already have as a base (it might also make stacking easier too)
-changing the jump key to up arrow key would be nice
-giving players the choice between the arrow keys or 'wasd' controls would also be nice
-grammatical errors need to be addressed throughout game