Thank you! The Metroid escape sequence was definitely a source of inspiration when it came to crafting a story for the game and central mechanic.
Correct, the levels are the top left and P0 is actually the last level (currently). I prioritized the book ends first, trying to make a "complete" game (for once... haha), then filled the gap between.
The difficulty spike is stupid harsh, but I wanted to showcase the potential of all the elements in a final, controller-snapping level. The difficulty curve will definitely be more gradual—just ran out of time to make more levels. XD
There's still loads to fix/refine in the movement and collisions, level design, etc. I'm so glad you enjoyed it even with the hard edges. Thanks so much for playing and sharing your thoughts!