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Thanks for playing and the feedback! In the final level there are two long stretches where the player can't really see very far in front of them as they are going. That was my intention as I wanted the player to have to try to properly time their ghost mode based on where they thought enemies were and should be. I did worry though that it could be too difficult for players. I think a 3rd person camera like you mentioned would be fun to try out and see how it affects players decisions.