A cute grem platformer! Grems are so cute. I loved the sprites for the Grem (ESPECIALLY the death animation). I think generally the presentation of the game is solid, with the unique buttons and transition animations. I think little details like the buttons in the volume slider are nice.
I think the gameplay mechanic of modifying the timers are interesting and it seems like it makes the game much more focused on planning and plotting a path over multiple playthroughs. It also tie into the theme of dealines in an interesting way.
However, one thing I noticed is that since most of the more interesting paths that involve timers are optional ones off to the side, I did not have to engage with the mechanic too much in my playthrough. I primarily just made sure to grab the x2 time multipliers as early as possible. This is a bit of a shame since I don't think you are too incentivized to grab most of the extra items and engage with the level mechanics and level design.
I noticed that the game keeps track of the things you need to pick up (I'm not tooooo sure what they are). However, I think if the game acknowledged them a bit more, whether at the start or end, players would be more incentivized to go out of their way and figure out paths to collect them more. Something like an ending/results screen, pre-game screen or something else that names and points out those items will help bring out the level design more. Sometimes just a name for the collectible is enough, or a BS "story" reason.
I did notice that a few people though the game was too difficult. I initially thought so as well, but I eventually got used to it.
I think there are two control things that made it a bit hard to get into the game. Neither of these are deal-breakers or anything but they did make it get a bit harder to get into the game.
1. I found it a bit hard to control the jumps since this game operates on a Castlevania like control scheme where you need to commit to a jump arc. This isn't the worst thing as I got used to it after a while. However, it's still something that makes things a bit harder to get used to the game.
2. The more important issue is that it isn't too clear where the Grem's collision box is. is. I think that controlling a wide character can make for some interesting levels, but as it stands it wasn't too clear where the edge of the Grem is and how far along the platform I can stand before falling.
I think in particular there were a few jumps at the 2nd level that required you to be close to the edge of the platform. I was stuck there for a good bit before I could make it due to not knowing where the Grem's collision box ends.
Otherwise. It's a nicely presented, well scoped little game.