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Thank you for the feedback!

It did end up feeling a bit like a “rage platformer”, and ultimately we had to choose between making it super hard to carry the ragdoll (dragging up slopes and such) and adding a time limit for grabbing.

Longer levels were on the table, but ultimately they were the biggest crunch, so quality in short won over longer/bigger but less polished.

Despite not being entirely up your alley, we really appreciate the play and great feedback, thank you so much!