@leorid Hi, we really appreciate the solid feedback!
We originally meant to create a Jump King clone, but with manipulating multiple creatures instead of a single character. The idea was to make one very tall level, but that turned out to be way too unforgiving, so we settled on a couple levels instead. We noticed, though, that the game resembled a casual game more than we'd have liked, so we wanted to ramp up the difficulty. In the end we got something that's in between a rage game and an arcade platformer with higher difficulty. And yes, the game wasn't meant to be easy from the get-go!
About the blob launch charge time and rising water - the main idea was to force players to decide if they need to sacrifice time for more power and precision. We wanted players to choose whether they should wait for full power or use smaller, less precise hops and have them adjust to the situation. And the contrast between cute, charming visuals and audio, and intense gameplay was intentional - we thought that would make things more interesting.