I had a lot of fun with this one! I really liked the tension between trying to deliver the crystal as quickly as possible and still having to “handle it with care.” Rushing through the level can save time, but careless movement can leave the crystal cracked, which creates a nice risk-versus-reward dynamic. The later levels also add enough new hazards and platforming challenges to keep the simple idea interesting. My main suggestion would be stronger feedback whenever the crystal takes damage — a more noticeable sound, animation, or screen effect would make it immediately clear when and why a crack happened.
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Thank you for such a detailed review, this really helped! You were spot on about the damage feedback. In the new post-jam preview, getting hurt now has a sound, a screen shake, the character blinks, and running out of hearts makes the slime explode, so it's always clear when and why you got hit. The original jam version is still available too. If you have a moment, I'd love to hear if the new version feels better!