thank you!
and yeah, so... the vast majority of the level design in this demo may have been done on the last day before submissions, after all the other pieces finally slid into place... 😅 we do hope to make something more substantial out of it! this was pretty much just a proof-of-concept tech demo i started making at the end of july, which proceeded to get a little out of hand once someone told me that the jam was still going and i decided to try to turn it into something playable. i've already started helping the codebase recover from its deadline-crunch hangover, after which i've got some technical improvements in mind that should allow us to make much more sophisticated level layouts (if you pause the game, free-rotate a bit, and look at the lower-right, you can see that in scenes with more than a few pieces of geometry, we're already pushing the amount of cpu in a vblank period pretty hard with the current approach - hence the levels being as sparse as they are)