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People already point out the movement part, so I will skip that.
- The difficulty of the game goes from zero to a hundred real quick, with timing combining with movement and stuff. Sometimes, it's kinda lock yourself to progress further because you landed in the wrong place, unless you die and go back, at least you don't need to collect the coin again, but it's still frustrating.
I think it could have a checkpoint in the room, but since each room isn't quite big, it's also not worth putting it in right now either. I think extending the room should suffice or just don't think about how big and put it in anyway, I guess.

- The tick tock tower room has this insane skip around the second rotating disc, where if you time it right, it would land you straight to the blueprint, not sure if that is your intention or not.

- I get into the extra room, but I am not sure how to navigate that. Well, it's an extra room for your credit and stuff, but it's still confusing. Maybe it's only me who is confused tho.

The concept is cool, but the execution is quite lacking.
Overall, I think the level design is what's lacking the most. Even if the movement part is bad, if the difficulty of the map progresses properly, I think it's doable.

(+1)

hey, thanks for playing!

- the difficulty cliff is absolutely not intentional, I'll try to fix that when (and if) I get around to updating the game.

- the skip is "intentional", in that I noticed it and didn't have time to fix it. I might add a secret in place of the skip later? Dunno.

- the extra room being difficult to navigate makes sense because the structure to the back-right used to be the tutorial -- it was later replaced because it was too unintuitive.

all in all, I think a large part of this could have been avoided if I spent more time playtesting. Thank you for playing, and for the feedback!