Hey good job dude! I had fun, the first clock guy legitimately startled me when I was trying to decipher the instructions at the start haha.
I got some mostly technical feedback to give. One, I noticed it was running at over 4000 FPS, you’ll want to limit that in future games with either Vsync or Application.targetFrameRate, when building for web, unity will automatically limit framerate to the browsers refresh rate, but for desktop builds, pumping out so many frames per second could overheat peoples GPU’s even if the game isn’t graphically intensive.
Next up, you wanna make sure you do something like void Awake() or void Enable() and put in { Cursor.lockState = CursorLockMode.None;} on the menu, so that users can play again without having to close and relaunch the application to get their cursor back
It would also be very nice to just restart the level instead of sending everyone all the way back.
All in all though, it was fun, I had a good time, good job finishing, you did good!