Incredible that you could come up with something like this in just 1 week (even re-using some old systems)! The character slowing down the more gems they get, and forcing the player to plan their retreat ahead or striving for just one more gem really makes it fit the theme, and the traps are simple but punishing enough to make it feel like it's my fault for losing each and every time. I haven't played long enough to see if there's an ending or if it's incremental but bravo nonetheless.