No i haven't sadly, one day i will try them tho... :3 I have playied a lot of Celeste tho, and the B and C sides get pretty hard at times. That counts??
I'm happy to see that you liked the main mechanic!! The graphics aren't done by me tho, i have to point that out...
The grab range of the boxes was increased for the level -2, but i'm glad it was usefull for other purposes as well.. (^D^)
And for the inconsistency of level -2... I totally agree with you view point!! It fells super inconsistent to the whole game concept, and like you said id doesn't respect any rules previously established. I wanted to set up the orange zappers to work as goals but one it was super weird to the player, two since this was a somewhat hard section, the players got easily frustrated. I didn't know what to do so i just opted for a simple "teleport back to the start"
The "you get the box back", it was essential for how the room works. You see, right after I've added room 2, i felt that the game was heavily going into the platformer part of the game, and since i wanted for this game to have some puzzle elements too i decided to make the final session a puzzle room (but then i added hints and the feeling of resolving puzzles it was kind lost, and now it feels like a kaizo), using the box because i felt that i hadn't used that mechanic enough. Unfortunally the box (as you have might seen *cof cof*) has a small tendency to go whenever the **** he wants (that's what you get for using physics) and softlock the run, so i needed a way to getting the box back, for not letting the player soflock himself by accident (or not)
I mean... I wasn't really trying to make a difficult game, it kinda just happened and then i left it like that because i like it how it turned out (mostly because it was fun to watch my playtester die over and over, and get better xD), but i will take the compliment anyway, so thanks!! (^D^)
I'm happy you liked the game and you had fun with it!! Thanks for the feedback!! And thank you for playing!! (^u^)