I think having the movement effects trigger on your next jump rather than on a timer would've made the game feel a bit more controllable. I liked the variety of effects, but I think your level design perhaps didn't show them off as much as it could have. I was enjoying going through the tutorial and getting the hang of all the effects, but when the level actually started it felt like a completely different vibe - I think because I wasn't really expecting the time pressure of the incoming boulder. Love the sassy little walk cycle on the dice character though! There's something about that character's design that found very charming.