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Much appreciated! The bouncy cheese was so sadly underutilized in designing challenges. Our composer is super talented, I wish we could have done better about finding ways to need more music tracks!

The push away and reviving the ground enemies could have used audio and visual cues. It's likely there has been much confusion and frustration around those parts of the game. I realized it during development but prioritized other work and kinda got tired of the project near the end.

The environment turned out great, but the enemy designs drew the short straw. It seemed fitting for the antagonist to escape. "I'll get you next time" sorta deal. Funny that the way we implemented it also makes it look like a second phase transition. Thanks for playing and commenting.