Yeah the prediction line is faulty since its not checking the proper hitbox and the finicky controls is something we're totally going to fix post-jam. The last two levels are to showcase the other half of the gameplay, wherein its less about strategic planning and more about maneuvering around hazards you've made. However, you can actually strategize in those final levels so that the hazards are less of an issue for you by spawning them in certain spots / directions.
We designed it to appeal to both those who like complex/hard puzzles, but, also those who appreciate precision platforming & finesse. Again in those last levels you can outsmart the cloning system and make it easier for yourself. Our main regret is not making more levels where the difficulty ramps up a bit slower – obviously due to the time constraint that couldn't happen. I really appreciate your input and I'm happy you played it all the way through. I think as we extend this concept we might to give the player more agency in how the levels play out (like give them the option to brute force if they want the challenge but also have a way to outsmart the level to avoid that).