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(1 edit)

The sound design is a bit grating. The hook mechanic is interesting, but the level design didn't feel as tight as I would have hoped. Felt like there was a lot of "dead space".

Could you elaborate further? Wdym by "dead space"? How could I maybe cut down on such? Any other criticisms or suggestions would be appreciated.

I think a mini map would help.

The dead space does get filled up by placing more grapple points and making bigger and bigger shortcuts each time you reset the loop.