Once again, thank you so much for such a detailed report! Some of these issues have already been pointed out to me, and since my friend really liked the game's concept, I decided that after the jam, I would revise it a bit. Specifically, I will add checkpoints/safe zones so that progress at the end of the level doesn’t reset all the way back to the very beginning; coyote time on traps—so that the player has a chance to avoid damage at the last moment if they have quick reflexes or know the location of the trap and just want to jump at the last moment; artifacts that make gameplay easier—for example, a ring that highlights the nearest trap as you get closer, or reveals an undiscovered trap every few seconds.
Regarding the story—I wanted to create a small cutscene at the beginning and end, but due to lack of experience, I simply ran out of time. The teleportation and walking sounds are not heard for the same reason; they are in the game, but I forgot to link the sound manager to the events that trigger these sounds. There is no sound by default because previously I helped develop web games, and it drives me absolutely crazy when you start a game and the speakers immediately blast sounds. It might be the wrong decision, but if I had the time to create a proper UI, allowing the volume to be adjusted, I would have set a low value to avoid a moment I don’t like at the game launch. As it seemed to me, I tried to choose the lesser of two evils.
Regarding the restriction on character movement while aiming, that’s a very interesting idea overall—I would then try to implement it through pausing the game so that traps wouldn’t activate and enemies wouldn’t run. I think that would be a great solution.
Thank you again for your comprehensive feedback!