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I agree the UI is pretty unclear about the important fail state. The reason I didn't have a timer was because I wanted the 10 second collapse to be a surprise the first time, and also knowing the time makes players give up before they know about the rewind mechanic (since it looks unwinnable). But it would have been good to have a contextual timer that shows up in the last 10 seconds and making the rewind button more prominent. Thanks a bunch for the extensive feedback!