I do think the game is cool, and has neat ideas, but at phase 3 it gets a bit out of hand with the difficulty spike.
Jeremenkins, being honest, doesn't do anything, aside from maybe adding a solid five seconds to the escape crank. Still, it doesnt add yet another thing to my main problem, which is:
The flash is tied to wayyy too many mechanics. Bubbley, for the first two stages, isnt that hard - just flash him if you happen to get caught (sometimes the catches feel a bit dumb but mostly its a skill issue). However, on phase 3, you need to flash both em em and the ghost too, periodically.
If you get caught by bubbley and need to use a flash, that means you need to wait ten seconds and then choose if you wanna be able to check on pumpkinspider and not lose or if you wanna flash the ghost and not lose. I feel like if the ghost had a different mechanic that didnt share a resource with another "check up on me please" character (em em), it would be much fairer, and i wouldnt need to lose 10 exposure just because em em spawned goop in front of the hallway but i need to flash ghost first. Might be a skill issue, but I feel like stuff like that makes the game a bit unfun. Something like the classic "stare at me and I'll go back" might work too, I feel.
Also, there seems to be a bug where entering the ghost hallway and instaflashing when he's in front of you results in him "dodging" the flash and not going back. Yes this review is just me saying the ghost rolled my ass.
Still, love the style and the idea behind this!