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thanks for playing! while that wasn't something i specifically tried to test for, it was something i had kept in mind when designing and ordering the levels. from what i had seen from playtests, the early levels testers struggled on tended to vary (some even struggled a little on the first level!). there were some, like the introduction to moving platforms level, that i intentionally designed to be a bit on the simpler side to be like a tutorial, and people typically got those faster. i mainly used my own judgment to determine the difficulty of the levels. (part of that determination was how long it took for me to design the level.) i think the difficulty just tends to scale naturally as more mechanics and higher iteration counts get introduced. once all the mechanics were introduced, i intended for the final 3 levels to also get increasingly harder, in part through complexity of level layout, and in part number of iterations. and the final level specifically was just my shot at a challenge level. if i had more time, i would have liked to design more levels between that and the second to last level, since i think the difficulty jump is pretty apparent between those two.