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(+1)

First of all thank you so much for the feedback! This definitely gives me plenty to work with, and I'll be sure to try your game when I get the chance.

I think the confusion about when to die comes from the fact that you first need to reach the start of the level to activate it. I wanted to make more visual effects that distinguish when the level is active, but the only change is that the title is shown at the top, and some levels have extra spikes when active. If you die when the levels inactive it just restarts you automatically without showing the menu (I wanted to give it the feel of being in a test mode that differs from how the game would 'normally work')

1: Activate level by touching entrance door
2: Die
3: ???
4: PROFIT!

As for the wall jumping  it did come out a bit weird. It works well if you wait for the cube to actually hit the wall, and then press the buttons as it's not slowed down by its momentum in the opposite direction, but holding the buttons down the wall jump happens slightly before touching the wall which is probably what messed it up. I think it's partially because of the spinning of the box, but also because of the trigger collider around the player used to identify what kind of surface you're on might be too big. I'll have to play around with some possible solutions for it, or at least explain it better like I just did now.

The narrations were completely improvised in like 5 minutes on the last day lol. If I'm updating this game, that's the first thing I'd work on. I think I'd keep what I have, but trim some lines down, and add new ones that explain things a bit better.

I'm glad to see that this game idea in general has potential, and I think once the jam is over I'll do some touch ups to fix these issues, and maybe add another level or two. Thanks again for the feedback! =)