That's fair, thanks for the feedback. Thing about level 3 specifically is i felt like it was gonna be a walk in the park/too linear unless i included "wrong mvoes" by making holes that reset progress. Atleast that was my thought process when doing level design. Maybe it was a good time then to introduce a new mechanic in a small setting as opposed to see how difficult of a level i could do with the few mechanics so far. you sure give me a lot to think about level design wise, thanks for playing!