The sound design was a strong point—landing had a satisfying, meaty slap
The creature felt too easy to avoid. The tension would have been heightened if being spotted had more serious consequences or affected gameplay in a meaningful way
The level design felt overly open, which made exploration feel tedious. Some form of guidance for locating collectibles—even a subtle hot/cold mechanic—would have improved the experience
The theme "You don't have time" was well-integrated into the narrative, but it didn’t feel like a driving force in the gameplay itself. Incorporating time pressure into the mechanics would have better reinforced the theme moment-to-moment.