Um, I'm guessing it's not supposed to look like this?

Edit: Okay, I was able to play by putting the tab on it's own window and the resizing the window to be the game's resolution. If anyone's having the same problem, try that.
Wow, really impressive! Was just a ton of fun, I don't know how much I spent playing. Only complaint is that the play area is tiny, you have to put the card exactly in the center for it to be recognized. Same for reordering cards. But those are minor complaints next to everything else. Visual, arts, gameplay, just really really good. Congrats on the great game!
Really impressive work, although the game is very hard. I would never have guessed that an unassuming generic switch in a room could affect things in other rooms, so when the only way to return to the hub is to go back in time (therefore undoing the switch press, meaning there are no visible changes in the hub), that just left me lost.
Another thing is that after placing two of the apples and figuring out that they must represent a melody, the game didn't acknowledge when I tried every combination of 3 notes (that had those apple notes) in front of the box with the key.
Even with the ingame hints I had to look at the solutions on the store page and even then I got tired before reaching the end... I guess these things are to be expected when devs make an ambitious and professional quality puzzle game in two days :P
Thanks! I remember during testing having the freeze be aimed at the mouse cursor, but instead I liked how aiming it towards your last movement direction encouraged you to stay on the move. The tradeoff is that it's harder to aim, yeah.. And with the comments here I'm wondering if I made the medals too hard to get. Thanks for the feedback.
Definitely very steep learning curve. I understood why when I reached the end and saw that the game wasn't as long as I thought it would be, but still, the combination of precise jumps plus having to do it quickly felt quite punishing. Otherwise though, this is absolutely rock solid work in all departments. Congrats on the great game!
Cool, I managed to play the keyboard friendly version! If you want feedback for the kb+m controls, it would be:
It would be more intuitive moving the tankloo with WASD alone, so that Shift isn't needed for movement. Instead, Shift + WASD could be used for the melodies, like the stratagems in Helldivers 2. In that game WASD normally moves the character, but if you hold Ctrl, then WASD instead lets you input the directional codes that correspond to each stratagem.
As for the game itself, it was fun but short. Some games overstay their welcome but I wouldn't mind if there was more of this one! All the building blocks were there and were satisfying, but each playthrough ends quickly before you ever get to see lots of enemies to fight. I still enjoyed it though, good work :)
Very fun! It's a simple idea but the execution made it unique. In most games like this the freezable objects are hand placed by the developers in such a way that it's clear when and where to freeze them, but in this it's just a big gap or wall and physics objects spawning at complete random. Felt more like playing with the gravity gun in Half Life 2 than like a puzzle game!
Really cool to see a boss rush for a jam! Once I locked in I was able to make it to the end in one go but I think I would have enjoyed it more if the bosses weren't so darn tanky. Or maybe if I had different attacks to use aside from the main projectile? Overall though, awesome work. This and another project I've seen in the jam are making me interested in giving PICO8 a try.