Speaking for myself, I enjoyed the game. I like a bit of silliness from time to time, and this system is really geared for that. I liked having NPCs that I played as PCs, particularly as one of them (Chhun) kept failing his rolls. I also liked being able to incorporate little character bits into the larger narrative, such as the giant Dust Bunny.
But I don't know that it was a good fit for Play by Post. Play by Post, in my experience, is particularly well-suited to role-playing and character development, neither of which is particularly supported by All Outta Bubblegum, which lends itself much more toward absurd action and comic improv. Usually when you play All Outta Bubblegum, the players declare what they want to do, and then the GM tells them whether to roll mundane or kick-ass to succeed. That back-and-forth dynamic doesn't really exist in PbP, where each move turns around in a day or more, and that seemed to leave you players in the sad position of always having to decide on your own what sort of roll you were attempting, without any feedback from me or the rest of the group. For similar reasons, direct character conflict didn't work particularly well, because the rhythm of PbP makes it nearly impossible for the GM to react to each player's comment or move before the next player reacts.
Without all that immediacy, the game can be frustrating if you fail at many consecutive rolls, as Candi did for half of the game. I think the game really requires a faster response time, either real-time or much closer to it, to really shine, because that waiting can really slog if your character is not able to do what you'd like it to do. While I did enjoy the game, I think it would probably work in chat even better for distributed players like ourselves.
Finally, I loved the inventiveness and imagination on display; you are all great players and I was delighted to have shared this gaming experience with you. This game frequently put a smile on my face through your interactions and inspired choices. Thank you.