Cool idea and concept, but the puzzle mechanics are not intuitive. When you needed to "warp" around the ceiling for one of the level is tricky enough since you have to restart if you fail and there is no input buffering and hitting the ceiling instantly fails the trick. There should be some more buffer for jumping around a platform. It's also hard to tell how high/far you will jump. The fact that you can also pull blocks from range is really weird. It probably should of been taught earlier or more differently. Over all, cool game, but needs polish in level design and ordering
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Appreciate the feedback! I totally get your frustration on level 4, initially I added a nerf to that spot, but it made it so often, when you jumped off the block, it would float in the air (the blocks aren't affected by gravity). That's why I couldn't implement coyote time in that spot. Also, for pulling blocks, we were going to add a visible radius to show the area for picking up blocks, but never ended up getting around to it.