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I have not played it, so I cannot tell you whether it is too hard. But I read the page, and I think the page already answers you 🌤️

Two things, and the first one is about the question rather than the game.

“Can anyone here beat it” will give you a systematically wrong answer. A forum thread selects for the people who beat it — they are the ones with something to report, so they are the ones who reply. The people whose experience you actually need are the ones who stopped somewhere in the middle and closed the tab, and those people never post. If you tune difficulty on the replies you get here, you will tune it for your most persistent players and make it harder for everyone else, which is the standard way this goes wrong.

Now the part the page tells you.

Your description sells this as “a relaxing single-level 2D platformer designed to help you unwind and find a sense of calm”, with “gentle gameplay”, “free of pressure”, “perfect for taking a break, clearing your mind”. Your tags are Casual, Cozy, Cute, Short.

If you are having to ask whether anyone can beat it, then it is too hard — not in absolute terms, but relative to the promise your own page is making. And that is the difficulty that matters, because expectation is part of difficulty. A player who arrives expecting a challenge reads a hard section as the game working. A player who arrives to unwind reads the same section as the game being broken, quits, and does not feel like they failed at something they signed up for. Same level, same inputs, different experience, entirely because of what the page told them to expect.

So you have two coherent options and one incoherent one. Make the game match the page and soften it. Or make the page match the game and stop selling it as pressure-free. What does not work is the current state, where the shelf someone found you on has primed them for the opposite of what they get.

A genuine question, because it might change all of the above: your tag list has Psychological Horror sitting next to Cozy, Cute and Casual. Is that a deliberate twist? If the calm framing is intentional misdirection then everything I just said needs rethinking, because difficulty spikes work completely differently when they are the reveal. If it is a leftover from another project, it is worth removing — it is also pulling in people from a horror shelf who want something you are not offering.

If you want a number instead of an opinion, here is the cheap instrumentation. For a single-level platformer, the statistic that answers “too hard” is where players STOP, not whether they finish. Drop a counter at each checkpoint or section boundary and log deaths per section. What you are looking for is the section where deaths spike AND sessions end. Deaths alone are fine and often a sign of good design — deaths plus abandonment is the actual problem, and it is usually one specific jump rather than the whole game.

One small thing while you are in there: “X to restart” being a key the player has to know about means every failure has a manual step in it. In a game about calm, the moment of frustration is the worst possible place to ask someone to remember a keybind. Auto-restarting after a short beat costs you nothing and removes a quit point 🎮