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Thank you for the detailed feedback! It's really helpful.

You make a great point about the controls. I actually wasn't entirely sure which key to map the Undo function to, so that's good to know. And you are completely right about the level reset button - that is definitely a missing feature.

Regarding the colors, do you by chance have a blue-light filter active on your screen? The cables on the panels that Cole fixes are actually blue, unless there is a strange bug turning them orange! But you are completely right that it's hard to read. Working with the 16x16 resolution was a constant struggle for me during the development, so the details aren't as noticeable as I'd like. I also agree that the 2.5D perspective makes figuring out the exact interaction position a bit tricky. A highlight system would be a great addition.

I totally get the confusion with the characters overlapping at the end. Originally, I designed the levels with three separate exit tiles, but having such a massive exit door every time felt awkward. My backup plan was to make the characters grey out and trigger a "walking away" animation as soon as they reached the exit tile, but unfortunately, that didn't make the cut due to the jam's time limit.

Haha, yeah, the pillars are functionally just solid walls. I only added them to break up the uniform look of the levels. You are also spot on about the pacing and tutorials. I tried to introduce the abilities naturally, but there is a ton of room for improvement.

Thank you again for playing, writing this up, and for your kind offer to playtest! I will definitely keep that in mind if I decide to work on a proper post-jam build.