I enjoy the concept of the game. But there was a lot to process as I was platforming. It got to the point that it was often overwhelming and got in the way of overall enjoyment. .
Abilities seemed neat, but I found myself not really understanding how they worked/how to activate them. I think it's a combination of the text feeling to small and there being so much to read at once. Not to mention that having each ability increase CPU consumption left me with little room for experimentation. So often the game would kill me before I could even figure out what was going on. I see what you were going for with each of your choices adding to the feel of being inside an older computer. It's just in my opinion a lot of those choices came at the cost of actually enjoying the video game.
There is potential here for a nice full game with a bit more polish though. Especially if you take some time to evaluate if/when stylistic elements interfere with gameplay elements. Some ideas that come to mind include easing the player more slowly into new elements. Like maybe taking the first level to introduce the player to the clicking and dragging element. Then introduce the countdown in the following level. Then start introducing basic abilities with low CPU cost, working your way up to the more advance and costly abilities in later levels.
Best of luck with any future endeavors.