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Yeah, the dark environments were intentional, since it made the holograms/"aberrations" look nicer in testing, but I couldn't figure out how to get Godot's lighting system to change certain objects independently. The actual level design wasn't started until 2 days before the deadline, so it's still a little rough around the edges for release. I do think I'll develop it further. For now, I think I'll start with a devlog of what it was planned to be