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I like the mechanics of switching in order to drop to lower levels, and the rotation of parts of the level features to advance throughout the levels. Seeing the non-Euclidean shapes form as part of the level was novel. 

However, the isometric view makes it difficult to determine which parts of the level are at the same height and which were at lower or higher heights. The non-Euclidean shapes compounds this problem, as it makes it more difficult to gauge which areas were usable platforms - I would often complete a level by accident through rotating the shape until the snail's pathfinding latched onto something. I think the first level's use of a switch to alter the level's layout in fixed increments would add consistency to this game mechanic, as it reduces the amount of possible orientations in turn reduce the amount of trial-and-error required for correctly orientating the level layout. 

Another possible improvement would be to colour code the height levels so that the player can distinguish between height levels. An example of this would be in Megaman Battle Network 3's cyberworld (specifically Undernet area 4), which also uses an isometric view. 

The mechanism that cancels the dimension switch should the player fall into the void is a thoughtful feature. 

I like the music for level 2, as it seemed like a perfect fit for the snail. The music used for levels 3, 4, and 5 felt like the only ones that were consistent with each other, and were felt more suitable for the puzzle nature of the game; the music for level 1 stuck out as it didn't fit with level 2 or levels 3, 4, and 5. 

Overall, I like the mechanics of switching dimension mechanics and changing the level's layout to progress, and think that they need further polishing so that they mesh together better. 

A puzzle game to be tackled at a snail's pace.