Ok I ragequitted after being hit by a snake without really touching it at 3 different times.
So... You put countdown reduction powerups because you knew how long the bomb were to detonate, right? WHY WOULD YOU TORTURE US LIKE THAT??? It takes 10 WHOLE SECONDS to explode. WHY. And it's only a 20% reduction, so you still have to wait HEIGHT SECONDS. (also, "countdown reduction" is a 100% at the start, then 80% after the powerup, that's not how maths work)
You could have easily cut by half the countdowns and EVEN THEN that would have been too long.
And the snakes are soooo slooooowwwww. You either attempt to calculate where it will be to kill it with a bomb, or you try and walk behind it to clim the ladder while it's on the other side, but then you get killed because you character is like 3 times faster than the snake and they both have huge hitboxes.
Anyway, the vast majority of the feedback on your previous game were about how long you had to wait and how NOT fun that was (and even the one before that had some kind of waiting in the main mechanic that got critiqued), please take that into account for the next time. At least the collisions here were kinda ok (but there were still a few issues, mainly while going down ladders)
I'm sorry about they way I'm talking, but this design is extremely frustrating. I get that you wanted to have a "countdown" in your game, but the first line of your description is "Help the construction worker climb the ladders to get to the top of the building to flip the switch to initiate the demolition of of the building.". This is a countdown right there. Initiate the demolition then get out fast. A countdown that speed up the game and bring tension, the OPPOSITE of what your bombs are doing.