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A bit too stressful and precise for my tastes, but there's an audience for this type of difficult platforming game. I love your interpretation of the theme and the gradual addition of extra rules. and player needing to count down in their head.

As mentioned in the previous comment, I also got tripped up by counting whenever I got frozen. I can't put my finger on it, but I think it would be more intuitive to release the freeze one "tick" earlier so that it lines up with the tick where you would get frozen. I'm guessing it currently happens at the end of that tick because that's the window where you need to jump/duck, but I think you should just make the player immune from freezing directly after the tick. You could also show all in-play timers while frozen just to help the player understand, then hide them again once unfreezing.  I'm sure the best solution will reveal itself with iteration and playtesting.

The cover art and banner art of the page go a long way to bring your vision to life, given the simple art style, but for the finished version, it would be nice to develop the visuals in-game a little. Simplicity and visual clarity are good, but I think it's just a little too abstract for the stakes of blowing up the world to mean much because it doesn't feel like an inhabited world.

Anyway, great work and good luck with future development.

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Thanks for the detailed comment! The visuals for the game had greater plans, but I prioritized finishing it first. As for your comment on how long the freeze should be; I understand, and thanks for the comment. I'll consider the first idea, but I'll never show the timer at any point past the first room, that's just my vision for the game. Did you get to the end? Thanks a lot for playing!

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Also, to give some context. I did make my friends playtest the game, and I was split on the counting. Some liked the fact that the freeze timer includes 0, because right after they're unfrozen, their count can start from 4. When I unfreeze the player on the check tick, those players were flubbed up by the fact that their next count had to be 5 4 3 2 1 0, instead of 4 3 2 1 0. On the other hand, there are players with experiences like yours. The only compromise I can give is to add some option or whatever, but I agree, it's gonna have to come down to playtesting.

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Sure, I can imagine every player will intuit it differently! I gave up after not quite making it to the end of the second level. The platforming was just a bit much for me, especially after getting a migraine yesterday. Just not feeling up to pushing it on difficult games right now but wanted to at least give my thoughts on what I did play during the jam period.

No worries! This game is pretty difficult yeah. Thanks for even trying it despite the migraine!