I think the approach of having non-disappearing corpses is inherently more fun, but I dismissed it because I thought it was too difficult to design around. I thought it'd be more appropriate to use it as a platforming mechanic, but you saw it more as a puzzle one. You really pushed this difficult idea to its limits! The use of helper mechanics like buttons, cyanide pills, and one-way walls squeezed out lots of value from what I felt was a dead-end and problematic idea. Really love the details of vertical one-way blue walls to prevent corpse-smuggling, and how that foreshadowed the solution to the last puzzle!