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As I mentioned in the response of your message to my entry. It's really cool that we had the same idea and I love your approach!

It's very polished and level design is awesome.
Very smart of you to pause the game to modify the level. Doing it in realtime as I did was a headache ;P

I'm wondering which pathfinding algorithm did you use. Was it a standard A* modified or something else?

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Thanks for your feedback! 

For the character movement we tried to use A* but it was too hard to implement in a platformer context, so we took the easy way out and just shoot a bunch of raycasts to look for walls and holes on the floor