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Thanks for the comment! What I would have loved for to come across more in the level design is that you can use different strategies to boost yourself to the end. Get your rage high and blow up enemies that are in the way + position yourself so that explosions fling you through the level, or keep your rage low and use your nimbleness (is that a word?) to dodge enemies and get to the goal that way instead. Or a combination of the two. But something like that :)