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Really nice job! The presentation of everything and the feel of the controls were pretty great, and the level design felt like it had a lot of interesting platforming puzzles to work out. Some of the obstacles were pretty tough to overcome, though, it felt like. I think I had the most struggle with finding the right timing for the geyser for quite a while. In regard to the life system, I thought it was pretty clever to use the red overlay to signify you're on the last life. At first, I really liked the look, too, but as I got to the later levels it would sometimes make it pretty difficult to tell how I would need to navigate on the upcoming obstacles. It also being sort of an all or nothing system meant that if I died once or twice early on, I would just do a full reset because I wouldn't think I would make it without all my lives.

For the environmental obstacles, it kind of felt like I had way too much time to dodge the lasers and not nearly enough time to dodge the boulders. They seemed to only trigger once though, so it meant that in most cases I didn't really have to factor them into my pathing at all after the initial shock.

On a second playthrough to improve my time, I noticed the layouts were different, too, and thought that was pretty cool. Gives it a little replicability by seeing what kind of level it might generate next time, and I see in other comments mentioning it's generated via chunks. One thing that might be good to look into in that case was there was a few times I would die and get sent to what I would imagine is the next chunk's checkpoint, so there might be some kind of trigger bug for that part.

Yeah honestly the chunk generation gimmick was supposed to be expanded on a bit more, and originally you had extra collectibles that you'd have to go out of your way to collect (and which would be the "harder path") that would act as a variable difficulty slider, increasing the difficulty of chunks that'd spawn for the player. However getting actually balanced chunks working was a bit of a pain, and there weren't enough chunks in the game to warrant such a thing. 

I also think the red around the screen is a bit too much, and originally the level would be randomly generated again once you died, but because of the aforementioned issues and still wanting players to be able to see each chunk at least once, I ended up not implementing it. Hope you enjoyed regardless!