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Hey there! Great Demo! This might be a bit of a rant, so my bad :)

I didn't really get the Eureka effect (the "Aha" moment) from most levels. For most of them, I felt like I was consistently making steady progress throughout the level. I'd enter the level, see where the key was, realize it wasn't immediately accessible, see some button or switch that was, go there and press it, see what would happen, see what I could now interact with / reach, rinse and repeat...

To be a bit more technical, the puzzles in the demo are well-structured problems (which is not something you want), meaning that (even if you don't know the answer from the get-go) you are able to consistently make steady progress until you find the solution. 

What you want your puzzles to be are ill-structured problems (or insight problems); problems where no progress appears to be made after some initial exploration, only to then be immediately solved by a really good insight. 

Below is a good way to determine whether you have a well-structured problem or an insight problem (according to cognitive science literature, most of which I'm pulling from Janet Metcalfe's research).  

Insight problems require subjects (the one's trying to solve the problem) to have a switch in representation (to see the problem in a different way than they saw it at the begging). This switch in representation is itself the "insight" that leads the subject to solve the problem. Your level that did this the best was the last one, where you first see the magnetic switch as just a barrier you need the magnet for to pass, but then realize you can use that switch to hold and then release a block for you to be able to quickly squeeze by. This change in representation (the magnetic switch going from barrier to tool / changing the player's attention from the magnetic properties of the switch to its physical properties, i.e. the fact it can hold up a block) is what constitutes the insight. 

One detail, however, that I'd like to point out about the last level is that, even though it was a good insight problem, the end wasn't very satisfying due to the platforming required to finish the level. Platforming feels great when you are in control of a responsive and agile character and, even though the character controller is a lot better than last time, it is still not to the level of a great platformer. The end of the level is (I assume) supposed to feel like a quick dash to the finish line as you narrowly escape being crushed. Instead, it felt finicky and it was a bit annoying to have to attempt it twice to get it.

That being said, I think this is a fantastic demo and I cannot wait to play the resulting game!

(+2)

I've been sending this to everyone who says Level 6 is a platforming Level:

(+2)

ohhh, that's how you're supposed to do it? I thought I needed to throw the magnet down to stop the block from falling onto the button (which eventually worked by the way)

whaaat? Thank you for pointing that out! I almost wish the way I did it wasn't possible so that I was forced to find this. But at this point idk, there's also value in having multiple solutions.