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It seems like it could have an interesting idea. Visually, it reminds me of old flash puzzle/timing games. I would like to see where this goes. Keep working on it.

Some issues:

  • ending the game when going off screen is not a fun experience
  • the position the player has to be in for certain blocks to move or not move is unclear. It would be better if one knew where they had to go to get out of danger.
  • The effect of E was not really clear. The times when the player can press E are not really clear. The purpose of using E to stop the blocks in the 3rd level is not clear.

Thanks for playing!

 Can You explain what you mean by first issue? Is it the 'Quit' button or the fact that it's all static with just a  couple of buttons? If former, it was kind of intended to work on PC version but this way on web it just closes weirdly but at least it has this fun option. If it is latter, animations and other kinds of effects were really out of scope for my knowledge, maybe one day I'll implement something similar.
The information about where you need to be in order for blocks to move was left out intentionally  because I didn't know how to balance the game so I decided to let the player explore how things work.
The effect of E wasn't intended to be clear. There are actually two effects: one is a downside and one is an upside. One helps, one doesn't help. But theoretically, even the one that doesn't help can help. It was again left out for a player to explore.
E can be used twice in one round: start and stop. That is the purpose of stopping the blocks, to go and hide behind them while time is stopped :)

What I mean is that moving the player dot off the screen causes the game to end. It would be nicer if movement off screen was prevented, or if maybe the screen wrapped around. I often would accidentally go off screen while trying to avoid a triangle, and the game would end unexpectedly. At the very least, the game should have something to warn the player that going off screen is game over.

There is a difference between gameplay that is unclear, and gameplay that is merely unknown. Learning things can be fun, but trying to learn through ambiguous, misleading experiences is not. Simply hiding the information your players need to understand the game will not make it more interesting. If anything, less.