Another great example of how new ideas or creative settings won't fare well if executed poorly. Just as books, it takes more than ideas, it also takes the way of showing them. You chose poorly on your design and/or coding in a way that rendered the controls wonky and bogus. For a game with so few content, that's kind of unacceptable.
Art is okay, sound too (simplicity is good, and for a short game, it's quite expected) but the gameplay is terrible at first and, at best, mediocre after getting used to. Had you used your time better to solve the issue (I've seen 72h games with better, complex control schemes than this).
I don't understand what you have against button tapping.