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I think expanding the game to have more than 3 levels would definitely help players learn the hidden mechanics, especially since it gives more room for hints for mechanics (maybe even having levels that require those mechanics would be cool, like how in Celeste some of the B-Sides teach you tech that's required for that level but can also be utilized earlier in the game). Tethergeist has 2 differnet achievements for movement tech that encourages trying new things but doesn't outright tell you how to do it, which might work for this as well.

(+1)

That is such a great point, thank you for the analysis! Expanding the game to organically teach those hidden mechanics through level design is definitely the way to go. I haven't played Tethergeist yet, but I'll definitely give it a try now to extract some ideas from those movement achievements! Regarding Celeste, I've played it before but never got around to trying the B-Sides. Knowing that they serve as a playground makes me want to go back and continue my save file just to study it. Thanks again for the amazing feedback!