By "weird" do you mean in how the minigame played itself or how it related to the rest of the gameplay? Is it a problem with tutorialisation? I know some players assumed the minigame was a tutorial showing the controls, did you also struggle to understand what that minigame was? And if so, does the minigame get better on retries once you've learnt what it does, or does the disconnect persist?
It felt disjointed from actual gameplay, I thought it was a tutorial at first, but then nothing was happening. and it went on for a while and then suddenly i was at the actual level. I played it a few more times afterwards, and I think that the main issue is that it doesn't transition well into the level. after pressing all the buttons, suddenly the level is happening, and the character stops in place for a moment until you press the right arrow.
if you added a flashing sign to signal people to press the appropriate arrow key when the minigame finished so that the movement into the level was seamless, I think that would help a lot.
also the shift key looks way too similar to the up key imo.
I see, thank you for the feedback! I intended for the "launching sequence" to *actually* launch you into the level, but I couldn't fit that into the scope of the game. I'll try to make a smoother transition in my update! Also the shift key looking a lot like the up key is an intentional fakeout, I personally enjoy games that check both reaction time and for a correct symbol (like jungle speed or dobble) so I wanted to put some of that in there! Originally, the minigame was going to be much more devilish and randomly give fakout prompts (like an arrow on the space/shift key's rectangle background or vice versa, or a prompt that both has a symbol and text that reads an incorrect input)– so you were spared from that due to time constraints^^ I don't want to give up on that idea, but I think I'll keep it for much later, harder, areas of the game