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 if you really wanted to scare the player with a perceived difficultly spike of having many players, I don't think you succeeded. the level was not chaotic and if a level is simple, it is impossible to make it look difficult without introducing some new thing the player was not previously aware of. You need to have a level soon before this one which demonstrates how your level can be difficult (which as I said, is something ice puzzles naturally struggle with) and then still have at least one or two subsections of the multiplayer level which either replicate that difficulty or appear visually similar to it. alternatively, you could have one of the sections have an obvious linear solution and the rest be in some sense "auto levels" with work with the same solution.

I would recommend  Relica Park, it is one of the best demonstrations of how to create a high quality story paired with high quality puzzle gameplay. even doing like 1% of the things it accomplishes in terms of vib would be very beneficial to any persons game I think.

if you want to learn about ways you can mess with a player's mind, I recommend playing some of theconspiracy's works, my personal favorite is "Side Effect." there's also "... in the blue" which explores some of the limits of what's possible with puzzlescript triggers.

I really appreciate your honest feedback. These are helping me to improve myself. You are right if the mechanics are too simple, visual chaos alone won't bring difficulty alone. The idea of using a preceding level to 'set the stage' for a difficulty spike is a brilliant level design tactic that I'll definitely experiment with.

Also, thank you so much for the game recommendations! I’ve heard of Relica Park and Side Effect, but I haven't played them yet. I will check them out to see how they handle the things. It's clear I have a lot to learn about 'perceived difficulty,' and your insights are helping me see my work from a much more professional perspective. I also didn't push it much because this was a homework to me for my class. Thanks for taking the time to guide me!

I'm not officially a professional, I just have a lot of experience in playing puzzlescript games.

I'm usually the one that calls people out for incorrectly tagging games as puzzlescript