I did not at all understand how the loop was supposed to work by the end. I think too many things are being juggled: Precision platforming (especially jumping over those one block from the ceiling generators), exploration, and disorientation each time you die. I think drawing attention to different aspects of the world would have improved things. It's a good feel though, didn't at all feel fundamentally frustrating to play.
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Your suggestions are incredibly valuable. You’re absolutely right—the lack of detailed in-game guidance for objectives was indeed a shortcoming of this Jam. Due to time constraints, I ended up condensing some originally planned in-game designs into the description as a shortcut.
And we’re totally on the same page about expanding into distinct zones! I’m currently designing varied environments to enrich the gameplay, with updates coming post-Jam~ 🚀