WOA Thanks for the in depth reply holy!!
I somehow actually never have played The End is Nigh before! (it's been on my backlog for years now) The idea of ledge-grabbing came from Silksong's implementation of it (since i've played through it recently) and i really wanted to try my hand at making something similar to it ^v^
The ledge-snapping hitbox is definitely something that i should have tweaked more thoroughly, i think i ended up making the hitboxes too big (since i feared that it would be too difficult to reach the ledges otherwise) but it ended up being TOO generous and making you grab ledges even when you don't want to x)
This is the first actual "platformer" i've made so i'm learning a lot from all the feedback i've been receiving here ^^
The last level ("pien") is the only level in which i've really explored making the clock go counter-clockwise (Column introduces this as well but it's not really gameplay-changing in this one), the funny thing is that the clock's movement is completely random there " (due to time constraints, i finished tweaking stuff until the very last hour of the jam) but i feel like the real fun of the game (like you said) would/will be memorising the pre-made patterns of the clock/music instead of just reacting to the clock moving randomly (like what i did for the "Pien")
There's a ton of fun ideas that could be explored here i do agree (i did want to do some polyrythm stuff initially but ran out of time, i've got like zero experience in polyrythmic music-making), i also wanted to add some other obstacles like exhaust vents that send burning smoke every x beats, a bell tolling through the entire level every dozen of seconds or so, cogs that send you flying around...etc
I do really like how the concept turned out and i do feel like i could flesh it out into a more complete game eventually, we'll just have to see if i end up finishing it one day x)
Thanks for playing! I'm super happy that so many people are trying my little game out, it makes my heart flutter from the happiness xD