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Thanks. I agree about the level making it too easy to get stuck. A more polished version would need both more careful level design to avoid that and some additional mechanism to prevent or break soft locks. The jump physics have gotten a lot of feedback so clearly that's a pretty disruptive issue. I knew it was off, mostly at the small scales, but it didn't really bother me during development. Clearly need to tune both the game and my own intuition.