Thanks for your comment.
Regarding the portrait mode design: Initially, we planned to build the game as WebGL to allow for quick access on mobile devices. Unfortunately, due to issues with Wwise — the audio tool we used — which doesn't work well with WebGL, we had to temporarily switch to uploading it as a PC version instead.
As for the frustrating mechanics: We were inspired by "Getting Over It," "Jump King," and other so-called "anger games" to create this experience. It might sound strange, but making players feel angery or frustrated is actually part of the design goal. hahhaha