I liked the springy feel of the grapple mechanic from the get-go, but I was a bit skeptical how much staying power this would have for a full game. Boy was I pleasantly surprised how much variety could be had via such a small batch of ingredients. It felt super rewarding to build innate skill in the movement possibilities without explicit power-ups or anything. The biscuit-based schmoovement was real. The instant grapple without cooldown actually opens up the possibility to do a flicker clicker hover thing when you're threading the needle between kill zones.
I also really liked the level design and progression. Pacing was smooth enough to let you get some experience with the movement before being presented with new challenges. Very innovative to make your movement fulcrum also your collectible. Planning out which ones need to stick around until the end leads to some nice puzzley setups.
This was a lot of fun. Excellent work!