Ok yeah that's fair! I guess to me, the maker, it is simple - but not as much to fresh eyes.
I could see how it could be slowed down to be more strategic, but yeah my personal preference was to make something fast-paced with quick decisions!
I was also hoping the player would be able to pick up on the mechanics just by playing, instead of having to read a paragraph beforehand.
So the thought process would be something like: "Oh when I pick up a coin, it starts losing value, so I need to move quickly! If I step on the red tiles, all coins start losing value quickly, so I need to avoid them. Ah, when I exchange more coins at once, the multiplier shown for each coin is higher, so I need to balance time spent gathering coins with trying to exchange more at once"
Then once completing the run, they would be motivated to get a better rank since they understand the rules. But if that didn't happen, it's the game's fault, not the player's!
I appreciate the conversation - it will help me make better stuff in the future!