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I'm going to have to be honest, with something you already know, this is a non-game. I don't think you need any help talking about what you wish you could have added, though, so let's talk about the choices you did make and why I think they're notable or meaningful! :)

You split the clock from the direction of travel. It's a constant action, glancing up at the clock and judging your risk while click looking back down to watch for obstacles. There's credit here, you tuned the field of view, the speed of the incoming items, and the responsiveness of Count perfect. I wouldn't make it particularly easier or harder. This meant you really did play it enough to get those gamefeel levers right.

The - time pickups are punishing without implying a gameover. They imply this game-space between victory and defeat that lots of countdown games on GMTK are missing! (including mine) Until the very end it's possible to jump two lanes and grab the last minute time-up, which might sound silly but is > a lot of games today.

I think this is a totally sensible start to a game. You show this to a room of executives - no, probably not. You show this at a lan party and everyone nods and suggests what comes next. I didn't at all regret playing your game. :) xx

Thanks for such an in-depth write up, I really appreciate you taking the time to play and comment. 

Very glad to hear you found the movement felt right, that's something I was tweaking up until the deadline as I wanted to focus on the gameplay as a priority (I do think it could be smoother / less buggy, but that'll require more time to figure out). 

It's certainly barebones in its current form and isn't going to set the world alight, but I'm hoping that it can be a foundation for a solid little project to continue learning with, and your comment will be a big help with that!