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.