Thank you so much for the kind words! Very appreciated. I think I know the reason you're stuck in that room, and it's not exactly my proudest moment in puzzle design. I'll put a spoiler at the end of this comment in case you want some help.
The palette I used was the Sweetie 16 Palette by GrafxKid, so praise for the color selection should mostly go to them. If you're interested in the technicalities of the fear effect, the shaking is just a sinusoidal camera displacement in polar coordinates. For the flashing, I used an additive blend to render the scene onto itself with +/-1 pixel displacement and low alpha values, then iterated that process a couple of times. Then I just had to tweak some parameters until it felt just the right amount of unsettling. Glad to hear that the effect worked for you!
To be honest, I would have loved to add some music to the game and even started writing a theme, but I was running very low on time already and decided to just lean into the silence as if it was a purely stylistic choice.
Also very happy to hear you enjoyed the level design. I knew I had given myself a pretty limited design space, but I still found it more challenging to come up with puzzles than I had expected, so I'm pretty happy that at least some of them seem to have turned out alright. Still, if I continue working on this post-jam, I'm strongly considering moving to a completely grid-based system and maybe even turn-based instead of real-time, though the fear effect probably wouldn't work as well in that setting.
As for the room you're stuck on: I suppose you have problems even reaching the other side? If you hug the top wall of the second-lowest corridor and then run right, you can make it across the danger area just in time.