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Played this headless with a scripted player (fixed seeds, 120fps) so I could measure it instead of vibe it. Verdict: keep it. Two things I'd look at. 1) A clean run is real. Hold right and jump in the last ~0.2s before each edge: win in 23.8-24.9s across 6 seeds, 9/10 with +/-25px timing jitter. Your "about 25 seconds" is accurate. 2) The jump window is all late, and nothing tells you. Jump with ~60-90px of platform left and you die 3/3, falling into the first or second gap about 2s in. Because ~85% of platforms sit higher than the one before, an early jump physically can't reach. So the instinct that keeps you safe in every other platformer (jump early) is the exact one that kills you here. That's the skill, but it's invisible until you have died to it. This is probably where players get stuck. A tell on the edge (a crack, a tick, anything) would teach it without softening it. 3) The red wall cannot catch you. It moves 240/s, you run 330/s. Across every winning run it never got closer than ~2700px behind. It only kills if you stop (2.4s) or reverse (0.65s). The title sells a race; the run is a jump-timing test with the wall as backdrop. If you want the race, speed the eater up or let it accelerate. Everything else is tight. Controls read fine, HUD height/% is clear, found no bugs.