This game had me in two minds. On one hand, I appreciated the celestial skybox and the selection of music. When things were going well, I did feel compelled to chill. That said, the challenge aspect of navigating the levels felt frustrating as the feedback wasn't very tight. I understand that this might be a design choice, since there's a time limit on remaining chill energy, but I wonder if this kind of design is inherently antithetical. That said, thanks for the time, I had some fun with it.
whether or not you were actually done with your game's assets liked the empty block out in-progress game dev aesthetic this game has. The empty void was actually really tranquil. I kinda felt that the chill meter going down actually made the game a bit more stressful than I was hoping for? Instead of just meandering through this landscape and trying to keep my mood/chill leveled I was so focused around thinking about a timer. I'm sure if you take the timer out the game won't really feel like there's an objective, but maybe something along the lines of like a smiley face UI indicating your chillness could have prevented the general sense of rush I felt when my meter started to go down. Anyways, just a small suggestion. I thought the movement and mood of this game was quite nice.