Well, it probably sounds a bit odd considering I finished it first try, but I think the controls here really needed to be tighter. I'm used to playing 2D platformers and I used to speedrun them as a hobby, but for a more casual player, I think the lack of any fine control over the movement would be a bit too much. It would probably be best compared to Super Meat Boy, given the speed at which it's supposed to be played but--even though that game *also* caught some flak for similar reasons, if I'm remembering correctly--even *that* had acceleration in its moveset so you could control the character a bit better when you were standing still. Acceleration would probably play well into your theme of time dilation here, too! :grin:
Other than my concerns with the movement, I liked the level design--it was challenging but never obtuse--and I think you implemented your concept really well. The difference in whether you get to spend time with your girlfriend for an observer and for the player was a nice touch! :smile:
Graphics could have been better, but honestly, you played into it well with the "cutscenes" so I'm inclined to say it doesn't matter. :stuck_out_tongue: Plus, having the character be a square in a level made of squares was probably the best thing you could have done to ameliorate the issue I already mentioned with the controls, so fair enough!
The music was suitably reminiscent of messing around with waveforms on an oscilloscope in the lab and fit well. I know the pitch shifts when you move because of the time dilation, but is that just a simple shift that you've hardcoded in, or is it a dynamic shift based on the current level of time dilation? If it's the latter, then that's a really nice touch! :grin:
Good job overall, I had fun! :smiley: