The time critique is a good one, I got used to playing with the controls so I thought 6 seconds was good, but you're right the main challenge of the game should be dodging your past selves which should allow for a more methodical play style. Lean into the puzzle aspect.
And yeah it looks so bad I'm so sorry lmao, I'm working on figuring out an art pass with some better aesthetics soon.
Viewing post in You're A Butterfly And You Deliver Pizzas! jam comments
I think you could've benefited from a few playtesters; the knowledge they give is very valuable. sometimes while working on a game, you get so used to it that you didn't realize some problems a normal person would see. yours was a prime example, you got so good at the game that you accidentally made it too hard. I can't express how important playtesting is. even got my brother last minute to playtest my game and I immediately noticed some problems while he played and I fixed them instantly before I submitted my game
edit: art doesn't really matter in the end of the day. good art draws people in while good gameplay makes people stay. so don't worry about the art looking like garbage