This is a really cool concept that I had a lot of fun exploring the limits of.
I was able to complete all three encounters, though was only able to get through the third one once I realised that I could stand still at the start point and effectively be invincible (intention seems to be guide the player into the chaos that ensues when moving around and definitely I felt like I wasn't engaging with the game as intended).
I feel that a game like this is enormously difficult to tune and balance effectively. Two aspects feel like they work against each other in the game as it currently stands - enemy movements are a little too responsive and a little too unpredictable, and the actions of past iterations are a little too hard to keep track of.
I love the idea of not being equipped to take out an enemy on my own, but if I can't track my past iterations well enough to coordinate with them effectively, then the game becomes overwhelmingly chaotic in a way that I think moves away from what I find interesting in the concept. Although I felt like I may have been cheating a little by standing still, it did give me that sense of working with my past iterations, and that was fun!
Unfortunately, the build requires a newer stdc++ than is available on my distro (and would also not have run on Debian Stable at the time the jam ended). Thankfully, you provided sources and I was able to compile and run the game myself. Your build is also uploaded as a single loose file, which can not preserve executable permissions when downloaded via http/https. My recommendation would be to compress it within an archive capable of storing executable permissions (.zip, .tar, etc.) or upload using Itch's Butler tool.
This was not the kind of thing I was expecting people to come up with for "second ____" or "pass" from the optional prompts list, but I love it. I put that list up in the hopes that it will inspire something for people who need it, and it's always a delight whenever somebody finds something in there that I never would have thought of.