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The movement mechanics are fun, the tight screen space is an interesting choice, making the levels a bit maze-like at times. Bit disorienting, but I suppose that's sort of the point. The 'wait here to recover' system worked well when there was time pressure, and it became a risk vs reward element.

The minimal graphical style was interesting. It did make the distnictly blue healing locations (and the coloring effect they had) realy stand out. The UI wasn't terribly legible, in part because the back was transparent black over an often black background, and they were done in count up style, so it wasn't super obvious where they ended. The wavy effect for distortion was very striking visually. Nice bit of shader work.

The SFX were well implemented. I quite liked the text audio, which isn't something I've done much of, but was a nice add-on, and drew some attention to it. 

Some nice to haves would have been to put it in a text area to improve it's ability to stand out, and it might have been nice to do a bit of UI (a gradient, compass directions, whatever) to help you orient a bit. And even some light music would be helpful, and help set the tone.

Yeah, I do agree I should have added a compass, honestly I just didn't think of it, but it would have been easy to do. In terms of music I just couldn't agree on what genre to put lmao, but I'll keep it in mind when I make another game, or if I ever decide to come back and explore this concept further. In terms of UI I would love to improve it as I get better with godot, but that is definately the weakest aspect imo.