Thanks for the feedback! Good point on the timing of traps; the drop platforms need a timing retune in general; they need to spend longer visibly lowered before resetting imo. I'll also look at adding a particle glimmer just before the swing on the blades or something. They're actually a moving overlap volume hugging the blade rather than a momentary area, that may or may not be the correct approach. It seemed most flexible for what I was expecting to do when I made them. I don't think I did a pass adding camera tweaks to the blade area, and if I did it wasn't a good one. I should add a kill volume so you don't have to redo that whole area despite the checkpoints up top; that did occur to me at the time but the coin toss went the other way. Confusion over being done after the drop down occurred to me also, but I didn't expect the macguffin to be easy to miss visually; you must have fallen on it or something. I can reuse the victory grabbing animation from the cup to make that very obvious, though for the water side I'd have to reposition it for that. The invisible wall was a leftover for preventing the player from falling out of the map, I should've gotten rid of that one specifically, but then the elevator back up was a last minute solution. If you don't move at all it drops you where you're meant to be, and I didn't consider what people might actually try to do based on what they were seeing. Didn't have time to diagnose the tracking, it's a bug and I'm not sure what's going on; alternating shots will track and fail seemingly at random. There was an intention to modify the tracking so that you had to at least partially face the target, but I don't think I implemented that at all.
The vertex snapping was a code snippet I had to hand from the ps1 stuff I was messing with a little while ago, I didn't especially intend to leave it in, as it does make her inconsistent with the environment. I don't remember exactly how the ps1's behaviour operates but clip space snapping is how the emulations I found approached it.
Thanks again for the comprehensive feedback!