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Thanks for playing Rezydent. I received a lot of comments on THAT room (the vertical mirror room with water), and it will definitely need to be moved to a later dungeon template.

The controls feel too twitchy while walking around, the acceleration is too quick. It feels a bit weird and it's hard to adjust position accurately and smoothly, especially while trying to interact or fall down into a narrow tunnel.
I believe dropping into narrow tunnels might feel finicky because of the coyote time, so it is best to jump into them instead of trying to walk over them to drop in. The more precise movement can be done with crouch.

Crouch toggle is a weird decision, since it's used for platforming and I see it's turned on only once I land and see how slow I'm walking.
Crouching also makes you drop faster, so not having it as a toggle by default can impact jumping.

Action planner feels like busywork, especially once I started failing repeatedly and wanted to restart as soon as I can,

I found it important to essentially "flush" players' memory of the previous dungeon. A quick restart would increase the likelihood of players mixing up dungeons from multiple runs. It's basically some breathing time with preparation.

Warioland level flow but adapted for your game. You activate the mirror and that's when timer starts and some level elements change (crates become destroyable?). This could marry the exploration, room and movement practicing and timed execution aspects on top of adding planning and being able to scale up the dungeons.
That was actually suggested by someone else the other day too. I fear it would drastically prolong each run's duration and players would concentrate more on the exploration part instead of doing 2-5 minute runs where they must quickly react to next room and memorize things under time pressure. It is something I should experiment with more, maybe add it as a lower Respect setting option.