Played a bit! The gameplay is immediately very interesting, while self-clones used as platforming tools have been used before, the countdown gives it a kinda new twist
Though, potentially the spikes' killboxes vs the player's hurtbox are a bit too big?
The most interesting thing I found was that the timeclones aspect means the worse a player does, the more easy the level becomes, but to a certain extent, because the more a player dies, the more clones overpopulate the level to the point that they may not be able to pass. That's an interesting reverse-bell-curve of difficulty.
For now though, I think my main advice is potentially give the player an incentive to have as little time clones in play just needed to pass, because right now, I can make like a minecraft ladder out of myselves without much consequence (pictured below). Importantly though, I think an incentive like a score or ranking system rather than a punishment is necessary so a player with less platforming skills isn't punished for being bad, and because the clones-on-fail part is quite important to the game
In any case, really cool stuff here!