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That's totally fair, I think the trial and error comes from a poor level design and lack of stakes from our end. Because failing is so forgiving players are almost encouraged to try every possible option, and early levels are too hard and don't introduce the nuances of the movement system. I think I could keep the game the way it is if I was aiming for a more casual expierience but for a more puzzle game I'd have to change the levels and stakes. I really appreciate the feedback.