- Level 1: wow this is a surprisingly polished platformer
- Level 10: is a fantastic difficulty spike. After several attempts I finally finished it with 00.07 remaining on the timer
- 00.22 on level 13 once I found the "spray and pray" strategy works better than trying to be precise
- use charged recoil to cross large gaps? I feel like I'm playing a better version of Mega Man now, running around with a charged buster shot waiting for the right moment to release it
- Level 18: this feels like when the game really begins. Jump, turn around mid air to release a charged shot to both cross a large gap and hit an off screen target. Charge another shot to release it after a well-timed slide to make the vertical distance needed for the next jump
- Level 19: the desperation sets in, because:
- charged shots require time to charge--I pressed `R` many times at the first jump after getting a flaccid not-actually-charged shot
- there seems to be no way in the control scheme to disambiguate "aim down" and "do a slide"--an unintentional slide is a run-killer in Level 19.
- Level... 21? there's a level 21?
- If you push `R` on level 21, the cutscene does not play properly, and you are softlocked in the blue room. Luckily using level select from the Escape menu does reset the scene and allow progression.
- The 20 second timer doesn't seem to be working here, but it was a relief because wow that would have been difficult otherwise
Levels 18 and 19 are my favorites.
