You're welcome, and yeah you can tell the effort put in!
- Red spikes: Yeah I could tell part of it was to have good timing. In my mind what would be optimal is there being a very slim chance of being able to do things in really smooth movements, you don't want it to go down too quick but the feeling I had when things felt fluid was awesome. If that can be achieved it's subtle but for really good players it's adrenaline inducing :P haha. (I would consider it a low priority if 1s doesn't do it)
- Level design: I can agree, you've done an awesome job at making it linear yet feel very open. I guess this just ties really closely with the timer making it hard to make the right decisions when on the clock. Which with easier difficulties and tweaks to timer this shouldn't be an issue. (Shouldn't be an issue with timer tweaks)
- Visual Indicator: The indicator you have is to point to the exit when you have the key. I was meaning like a tile graphic that you pass on your manouvre's around before getting the key. Upon reflection, I released the reason I want this was also because of the timer problem so I could know where to go. (Shouldn't be an issue with timer tweaks)
- Timer: You could have a toggleable setting like "hardcore" where it has the timer. I kinda like that idea as it comes back to user tailored experience. Another thought is tweaking the amount of time the timer has between difficulties. Step at a time I think, since I know having different difficulties is a lot of development work. So having a toggle could be a simple first step. Then see user feedback regarding timer lengths. :)
I'm really looking forward to seeing the updates! :D