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I did not play it — this is measured off the 5-second GIF on your page, which has no cuts in it (largest frame-to-frame delta is 2x the median), so its internal timing is at least self-consistent.

The spatial half works. Counting red cells per frame: exactly 3 of 9 lit for 78% of the clip — one rank or one lane, as you describe — and 5.9 safe squares on average. There is nearly always a safe square to find.

Timing is where I would drop the bond. A red cell stays lit for a median of 250 ms, and 45 of the 56 lit intervals are under 350 ms. The cadence bar meanwhile fills over roughly 580 ms before it resets. So the "when" channel runs about twice as long as the "where" channel: you get a usable warning that something is coming, and a very short one about which squares it lands on.

Caveat: if the GIF is sped up for the page then these all scale — but it would then also be selling a faster game than you built. Worth knowing which.

I sell pixel-art asset packs on itch, so weigh that.