A couple points have already been fixed or adjusted in a newer development build:
- Final level difficulty drastically reduced (more leniency for timing and positioning in almost all the puzzles, plus some new blocks in the final climb with the turrets to make it more puzzle-y rather than hardcore platformer)
- Map screen has key location icons for easier navigation
I didn't interpret the challenge correctly as the final level's designer, I was blinded to it in a way. I also wanted to try and avoid 1:1 copying the structure and/or feeling of Super Metroid's escape sequence, so I was definitely leaning towards difficulty rather than speed when making it but I definitely went a little too far on that axis. I'll also be looking into a safeguard in all levels to prevent out-of-bounds from softlocking players.
Thank you for playing and for the precise feedback!
- Jetsa