I'd love to elaborate on this a bit! All of the level design was done in a 24 hour timeframe towards the end of the jam, due to the mechanics not properly working until then, but it was able to go as smoothly as it did because I created a roadmap for what it was I wanted to do, and the order I wanted to introduce it. I was very inspired by Animal Well, and the way it introduces its mechanics wordlessly, with different aspects of the mechanics being drip-fed to the player over time, and wanted to design some levels where you specifically stumble into the gimmick. Another method my Celeste friend ricky06 talks about in one of his YouTube videos on designing modded levels for that game, that I put to good use here, was making rooms have a central theme to them that can be described in one sentence, such as "an assembly line of bubbles that you need to break out of", or "the player is trapped in a ring of bubbles".