The game had some very good concepts and moments of fun. Although many puzzles are the same things I've seen other places. Listen, I know it's hard to come up with some decent puzzles when you're working with a simple platformer, but there's only so many times I can find 'mashing keyboard buttons to get the button that solves the puzzle.' enjoyable, even when it's not telegraphed. "yell for help" was entertaining, but not really engaging.
The 'graphics messed up' levels were some amount of challenge, trying to remember where platforms were in the second run, and the blocks appearing did add some nice flavor, but... having the blocks that prevent you from winning ran completely counter to the mechanics. The character floated and slid far to much for the precision that a couple of the levels demanded.
The other sticking point for me was that there were a couple of times that the game and incentives ran counter to each other. A difficult platformer is an experience of learning through failure. Level 29 comes to mind. Difficult platforming segment, but with penalty for failure. Things like level 40, it's hard, for me at least, to move the mouse at the same speed as the character in any game. not to mention level 26 being impossible when the game is muted.
BUT, enough being down, let's get positive. I wouldn't give you a rating of 4.5 if you gave me shit for a game. The music, the aesthetic, the game itself all felt good and was a treat to play. Finishing every level felt great when the announcer looked excited and the audience cheered. Level 42 was by far my favorite, because it actually called for some brainbending attentiveness I've not run across in a long time. Delicious difficulty.
And I've seen a lot of people get down on the final boss, Don't dare listen to 'em. As far as boss battles, this was awesome. The boss moved and continued to function throughout each stage in a consistent, clear manner, and there was absolutely nothing by way of Random Number Generation going on. RNG kills a game's enjoyability. Figuring out each stage and slipping in right at the weakpoint and anticipating the movement of each part there felt amazing as a player when a hit was landed.
That and the sheer cuteness of each character, from the backs of heads populating the audience, to the energetic announcer, to the number of cute and funny hats the contestants wore throughout. I played it through a third time during the course of writing this review, and still found myself smiling even though the challenge had left with nary a backward glance.
(TL;DR version)
The puzzles were mostly cliche'd keyboard and mouse manipulation, things done many times before, with a few exceptions that shone brightly in the mire. The movement as floaty and slippery, and sometimes that got in the way. The audience mechanic kind of felt an insult to injury when dying, and there would be a definite boon to having a few more rounds of beta testing. The last couple of levels were astounding, and the whole game aesthetic was a marvel to behold. A truly enjoyable game, and id did not overstay its welcome.