Thank you! I'm happy to know that at least one person made it to the end. I did plan the music and some more SFX, but I fell short on time due to a few last minute game breaking bugs. The timer is just a foundation to encourage speedrunning and replayability. I have thought about having an in-game timer, but the timer stops when the eyes are collected, which currently is half their use. Going to bed could be a good moment of anticipation to see if you beat your high score. I wonder if you thought that the game was recording the speed and since you were too slow, the button was blacked out. By accident, I changed the button's sprite to be the outline instead of infill, so you don't see the text, but it is just to go to the main menu.
What do you think? Should I still put an in game timer? I could just make it a setting. And about the falling blocks, did you fall when you first encountered them?
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No, I don't think the button confused me, just I would have gone faster if I knew I was being timed (I really took my time as-is). I would personally still lean toward an in-game timer, but I also think it's fine as-is. I like your idea of having it as a menu option; Celeste, for example, has the timer off by default, and it's never a bad thing to borrow ideas from Celeste :)
The falling blocks didn't get me, but they almost did; that's a place where a little extra sfx and/or a slightly bigger visual cue could signal the danger. For me, the wobble was enough for me to jump back to the side. But I could also imagine if you land on them at the wrong time, even if you notice the wobble, you might be frozen in place and doomed to fall. Maybe making them visually distinct even before landing on them would help that? Just a little signal to the player that "hey, something's different about these" might be enough to encourage caution on that first playthrough.