The challenges of a 10 second timer on gameplay
Did you worry that the specific time of 10 seconds would make for a negative experience for players?
One of the challenges designing the game during the jam was the constant worry that 10 seconds between each hiccup would feel too long and could make mistakes even more punishing! Our game was a 2.5D physics platformer, where your character uncontrollably hiccups every 10 seconds. The hiccup can turn your standard jump into a double jump - but if you were to mess up your attempt, it would feel dull for the player to wait around for 10 seconds to try again.
The way we tackled this problem was to ensure there were alternative ways to solve puzzles. Almost all of our puzzles included a way to solve the puzzle that wasn't reliant on a well-timed hiccup. However, most puzzles could be solved more efficiently if you could master the timed hiccup. At the time, I still had an overwhelming dread that the game wouldn't be fun - and it impacted my attitude and positivity during the jam. However, thanks to some good puzzle design by @brainoid - the end result came together pretty well.
Gameplay video of our entry: https://youtu.be/S9RO9w9QITU