That is fair, I felt like five minutes made it much more stressful and race like.
And you do have infinite time on the gameover screen, so you can at least plan everything out there if you do need more time.
But maybe 10 minutes might have been better.
It is hard to judge with timed puzzle games because some people will figure it out quickly and feel like the timer was too long. And for some people it might take a while for them to figure out and feel like the timer is too short. There isn't a problem with either camp, it's just acknowledging both camps and trying to make something which satisfies both can be hard.
Maybe having an option of how long you want the timer to be could also work.
I have ideas on expanding the idea. But this one room did take me the entire jam time to make (which looking back on, it probably shouldn't have taken that long, but also it was my first time using Godots 3D engine stuff, so there is that.)
I will say, if you do want to see something similar. There is a game series called Zero Escape which is on Steam. It does cost money, and they are also very visual novel based, so expect a lot of reading (though the games do have voice acting). But those are very good games and you will probably realize when playing them how much I ̶s̶t̶o̶l̶e̶ was inspired by the series. I will also say that the DS/3DS versions of 999 and VLR are better than the Steam release, so if you can play them, I would recommend playing those versions instead. But the Steam versions are still a solid way to play them.
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the short timer defiantly had me panicking which is alot of fun, another way to do it could be have a better finish depending on time taken, have a brain meter that gets damaged with lack of oxygen or something then if you have more rooms in the future it can carry across. but honestly i think its right how you did it. I'm just mad cos i died lmao