Wow! I never thought I'd play a game that somehow perfectly captured the feeling of what the employees in Severance do in their job. The algorithm that freezes numbers into clumps when you are collecting them is genius! It really reinforces that feeling that you can suddenly "see" the data -- hunting down 1 number at a time would ruin that feeling. In my opinion, this is the best example in this entire jam of providing an great intended experience without ruining it with "too many gameplay mechanics".
XYZT
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I tried to think further about what bothered me about this game. I deleted my previous comment to provide better feedback:
It's always difficult to make a game fun where you deny visual feedback to the player. The first playthrough of a level is essentially random because the player has no information at all -- so it's not very interesting to play. I realized that I made a game with a similar concept before (Rob 'Em Blind). It has the same idea where you play a level in the dark with two key differences: The player has a very faint sliver of vision around them which reduces some frustrations, and the player can practice the level with full vision beforehand. Of course, I am not suggesting you should copy both those ideas -- your game is different after all. But perhaps it gives you some ideas on how to improve the feedback provided to the player. Perhaps, the lights are on at the beginning of the level and turn off after 0.5 seconds.
Of course, you could also add many auditory elements that the player can touch/graze to make sound like grass, windchimes, etc. This would help the player form more accurate auditory map of a level while using the metronome for a sense of time.






