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I've been playing a bunch of Ori, Hollow Knight, and Celeste this summer, and you have definitely tapped into those vibes, especially Celeste. You hit that sweet spot of a challenging game where the frustration comes from the player needing to get better instead of the controls being hard. That's not easy, but you did it! A small suggestion would be to have a visual indicator of the death (particles, material flash, etc.) rather than just a frozen screen, because each time it felt like the game had locked up for a moment, rather than simply being another death.