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I love the visual aesthetic you're going for, even if it can be a bit trippy at times.

The main thing that really was an issue for me was how the level design and movement mechanics were really at odds with each other. The movement wanted to be very fast and momentum-based, but the level design was all about precision and taking things sorta slow. Either one is completely valid and would make for a good game, but next time I'd commit to making those two aspects of design match so the player can have a fun experience overall.