Miles! Your use of the game's mechanic as a storytelling conceit is amazing. I think it's super dope how you are able to communicate this feeling of facing an increasingly difficult task in front of more and more expectant faces all through mashing the space key until your wrist hurts. It's tuned in a way where level 5 still feels "possible" so your inevitable failure does feel like your fault, even though it is impossible. As someone who struggles with artistic burnout as well and has been feeling similar anxieties, I think your game communicates the feeling it tries to really well, and in a way that doesn't just sledgehammer you in the face saying "BURNOUT BAD" in all caps. It really makes the player feel the struggle themself. In terms of critique, I guess I liked the way the crowd felt less grid-like in the earlier levels, so maybe overlapping some of the people in level 5 a bit might make it feel a bit more organic? Also I think that you could try slowing or distorting the music as you stop at the end to help communicate the feeling that something is wrong. Overall though, great job!