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I was a little bit iffy on the grid movement at first. After a couple of levels I came to appreciate the exact controls, though it still felt awkward to mix digital sideways movement with analog jumping; sometimes it felt like I had to mash the D-button to make a long jump to the side, which felt more like brute force than intentional gameplay.

Once the rooms started rotating it became a little bit too brainbusting for me to try and plan out a clever path, and it became more a game of "the floor is lava", simply trying to make it to the exit whilst touching as few tiles as possible, though I found that fun and I'm writing that up to skill-issue on my part. Ultimately it was still fun to try and solve the dumb situations I got myself stuck in without having to do a full reset  (and on the note of resetting, thank you for only turning back to your last step if you messed up instead of resetting the whole level).

Tl;dr solid game, and it makes good use of the "do the same level several times"-idea without having the "Loop"-theme boil doing to a glorified reset button.

Glad you enjoyed. The grid movement was qite experimental, and was an attempt to make it more puzzly and less dependent on your platformer experience level. I agree it wasn't perfect. I must admit I also found it hard to keep track of surfaces across rotations but I decided to call that a tradeoff of the mind-bending-ness fun.