A few thoughts. I like the game. In gameplay the speeding up and slowing down kinda felt like lag at first, and maybe that's part of the point is to avoid getting hit so you don't get slowed down and feel like "Come on stop lagging". Took me some time to realize, idk if it's because of how high the ghosts are in the air, but hitting them wasn't easy for me, I kind of had to aim in front of where I thought I would need to. I tried a few times, got up to what I think was the 5th or 6th room (The 2nd room where there's a timed challenge), and appreciated that you made an X under where the character lands so that not falling into the sewage water or whatever the painful liquid is, was a lot easier. Unique mechanic, I liked the melancholy vibe that the music gave it, and overall I think you've fully captured your idea in a bite-size game pretty well. And then other things if you wanted to work on the game later, I think either making it possible to carry the item with you through the door, or maybe if not, there could be rooms where the weapon is in a hard to reach place, and you have to dodge before being able to grab it for that room. Also potentially being able to re-bind the heal key to something closer to wasd, but that's a nitpick, definitely not something anyone would expect to be the focus of a game jam. Thanks for the play! Really had me embracing my inner "Skill issue"