My overall opinion. It's really cool to have a mix of speedrun jump and idle progress. But of course the idea is very primitive and doesn't give much room for your own decisions. As I wrote in previous posts, I had a problem with some jumps because the engine behaved differently than I thought it should. If it was my "mistake", then the progress should have been "explained to the player" more. For me, I would expand the game A) with more parallel levels, for example, that the player will have 3 levels played at the same time and the upgrades between them will be transferred and will have to be solved at the same time. B) I would add more environment upgrades and not just "rewards". For example, I can imagine a fan upgrade that will blow the player further, or some rotating element that will spin slower/faster. Or maybe some "trap" like a crusher that would move slower. Just implement "incremental game" more. Otherwise, I enjoyed the idea that the level has, for example, 20 obstacles and for an ideal score, you need to complete them all on the 1st try. So the longer the level, the more "fun" it is, because you can complete it in a long time and then gradually "master" it. Personally, I would add more checkpoints because the jumps towards the end of the game were difficult and the point should be to master the entire level on the first try and not waste time repeating the same part. But in the end I really enjoyed the game (demo), I think the scope of the game can be about 4-8 hours, I wouldn't do it longer. At the same time, I think that the strong point of the game could be "custom levels" from the community. It's an ideal connection between the speedrun community and casual people.