This game is simply a masterpiece. You can immediately tell that the author put a lot of effort into the project. I want to praise the attention to effects and particles during attacks — because of that, the combat feels responsive and satisfying. It's also very nice to see at least some level generation for a bit of replayability.
The implementation of the theme is a little weak because the game can be completed without using time slowdown. There's a lack of obstacles that would require the slowdown mechanic exclusively, so that the player wouldn't have to manage stamina — either spending it all before reaching an obstacle or getting cornered while waiting for it to regenerate.
I really missed a progress bar in the game showing how much remains until the boss — especially since that would take about five minutes to implement. The bats were also very annoying because they blend into the background and take several hits to kill. There's also very little enemy variety — the only good one was the red monster.
I didn't like the constant tension in the game. The tension curve should rise and then drop sharply, but in my playthroughs it was different — I'd kill an annoying group of enemies, and just as the game should give me a breather after the tension, it would spawn new enemies almost instantly without any meaningful delay.
I want to praise the upgrade system, except that it doesn't feel intuitive — for example, I only realized after killing the boss that it wasn't an enemy that gives you a buff, but just a regular upgrade that doesn't deal contact damage. Because of that belief, I was afraid to pick it up since it reminded me of an enemy — but I think that's more of a personal issue than something most players would experience.
Finally, the boss at the end both disappointed and delighted me. It delighted me because it exists and is quite good — it creates maximum tension right at the end of the game. What I didn't like was that it summons units instead of using its own attacks. Also, personally, I think that when activating time slowdown, the game should have stopped time abruptly and then slowly restored it — that would have solved the constant tension problem because you'd press stop, time would freeze, and you'd calm down. As it is, it feels more like a passive improvement that's taken for granted rather than a real power-up.
But in any case, all the flaws are outweighed and amplified by the good aspects — especially the fact that this was made in just three days, which is an incredible limitation that didn't allow the game to fully unfold. This game is very good, and it will take first place among all the games here for me