actually, I do have an idea, making use of low friction areas can make that final platforming area (So far) have a little bit of trolling, by having low friction in front of the spike balls from the... supposed fluids that would be from the two in the back. This is because I noticed from a running start I could make it to the first platform but would also slide into the second spike ball, it would be an interesting way to up the difficulty of that room specifically cause it's supposed to be a bit more challenging, so some key spots where a player needs to slow down or fail while in a timed section is a good idea
In other news, I will see about getting you a screenshot later. Thank you for taking your time to read my critique and I appreciate your response greatly!