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Nice work! Playing with player visibility as a platforming mechanic is super interesting to me, though it's really difficult to implement in a way that is both meaningful to the experience and fair to the player. I actually thought this did pretty decent job. The reduced visibility made me play a little more cautiously although I did find myself being forced into a blind leap of faith a few times (sometimes just killing me), which is a little frustrating. I think the controls could be tightened up a little too. Specifically, the jump movement is very touchy making it difficult (in more of a frustrating way than a fun challenging way) to land precisely on platforms. I really like Corgi engine for platforming in Unity. It's a paid asset, but it handles all of the table-stakes platforming stuff (while still giving you quite a lot of control) so you can focus on what makes your game unique. I think this could probably also be helped with some more forgiving level design and checkpoints throughout the level so failure doesn't put you all the way back at the start. Overall, well done!