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The game is good fun so far, I like the wobbly feeling when I barely make my step to the next block. Dodging the traps and evading the temple guardians keeps me on my toes as well. The possible issues I noticed are pretty minor, here goes:

Maybe this is still being tweaked, but it seems like the player has a lot of leeway about how far they can stand from the blocks before falling. Perhaps it would be too frustrating if it was more strict though, I'm not sure.

The ride along the temple rooftop is a nice relaxation period after escaping outside but it seems just a bit long. Could the player have more to look at? (maybe their current stats or just some scenery) Or the ride could just be faster.

I'm noticing bright pixels where the walls and floors meet. It's noticeable in darker areas, perhaps they are seams where the sky is getting through or just a lighting or shader artifact? They resemble aliasing edges but are a bit more like scattered dots.

The torch light cuts out here and there, it's particularly visible in some of the side paths with spikes. It seems to just turn off for a split second leaving the environment pitch black. Maybe its not the torch light itself causing the issue but I remember a few points where everything went black.

Great job on the game so far, I can't wait to see what else you add!

Thanks for trying it out thetrakynia! Glad to hear you liked it overall. :)

I'm curious if you have any feedback on any of the new features in this build described above? For example, in case you ever stream or record videos, or just have other people watch along when you play VR, does the spectator mode seem like a feature you might use?

The leeway for not falling down is a tricky issue, since I can't reliably know where the player's feet are. The estimation that's used works well enough for stepping from platform to platform, but not well enough to know if the player is standing on air next to a platform, or standing on the platform and bending forward, looking down. So in order to not be unfair, I have to veer on the side of forgiveness. I'd say the challenge of the game is not mainly about not falling down from the platform on your own; it's more about the various challenges you have to dodge and duck. I hope that makes sense!

I agree the ride along the temple rooftop is a bit overly long; I'll think about what to do about that.

The bright pixels and the torch occasionally cutting out are known issues that I've unfortunately had a hard time with so far. The light cutting out is caused by Unity's occlusion culling system not working right in certain cases, and the bright pixels I have no idea, though I have one idea I want to try out.