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The twist of both levels secretly being one connected world is a clever way to teach the game's message through play rather than narration — agreed with others here that it's the strongest part of the pitch. Like a few other reviewers mentioned, I share the concern about audience clarity and the missing fallback plan if time runs short. One thing I'd add on top of that: since the core loop relies on trial-and-error discovery with no stated hint system, there's a risk the puzzle-solving feels like guesswork rather than a satisfying 'aha' moment — especially for players who don't naturally think in cause-and-effect terms. Worth considering some light feedback cues (sound, visual change) even before the player fully 'solves' an interaction, so exploration always feels rewarding rather than trial-and-error alone