Kudos to you for recording the experience, wow! The way you initially messed up the first puzzle was EXACTLY what we envisioned.
The player is given two buttons - spawn the player next to the interaction-pressed one, make the next jump really hard if you want to miss the floor one. The correct solution is to press only ONE button in this level.
The expected response was that the player would initally press both buttons, seeing as it doesn't cause a lot of consequences - later on, we've given the player another room, but this time, if you pressed both buttons, you'd have to press the floor button.
Pressing the floor button then causes the PARADOX.
So the player has to identify the cause of the paradox, think about the whole timeline instead of a single level (or two). Genre-wise, the game is somewhat of a CAG (Single Screen Game), because putting both characters in the same environment would be a lot less fun, and would probably hurt the readability. We made it so that instead of room-specific problems, there are multiple ways to solve a level, and some of them will cause a paradox. (Spoiler: It's always the most brute-forcey ones that cause the paradox.)