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Really love the concept here. The time loop reminds me of Minit, with a bit of Outer Wilds in there too — and making terrain changes persist across loops is the smartest part of the design. It turns repetition into accumulation, which opens up a lot of puzzle design space.

One piece of onboarding is excellent: the player's death at the end of a loop blowing open the surrounding walls. I understood the entire mechanic instantly.

That said, the push-a-monster-to-blow-up-a-distant-wall ability seems to have no equivalent teaching moment, and I was stuck there for a long while. A similar demonstrative setup would smooth that out a lot.

The other rough spot is 10 loops × 10 seconds. Some puzzles require crossing two screens just to observe, leaving 2-3 seconds to actually think. And once all ten lives are gone, re-solving puzzles you've already figured out becomes pure busywork. More loops, or some form of persistent progress, might help.

Overall though, this is a solid entry — especially impressive for a solo dev at this level of polish. Everything above is really just polish-level stuff that a bit of tuning would fix. Looking forward to seeing where this goes!