Thanks for the insights!
The tricky caterpillar jump is something I could try adjusting by just making its collision box a bit wider. I do want the game to have hardcore platformer challenges as well, but in the demo area I would like every player to at least reach the scanner first...!
Designing this kind of a game is like walking a tightrope in a cramped room lol. I'd like to add as much breathing space to the rooms as possible but, like, w h e r e. The interconnectedness of adjacent rooms gives me, as a designer, very little breathing space, so unfortunately that is reflected on the player on many occasions. What a problem have I generated for myself!
Anyway, the design of room 34 is something that i'm not perfectly happy with yet. It should be the last exercise before the end of the tutorial area, but maybe there's just too much to take in at once.
I made a small change to the room recently (not sure if additions are really helping lol): Otukka the caterpillar is there! Hopefully its presence gives the player a subconscious idea where they should be heading.