Yeah, to expand on what Giga said, I had that wall jump area one tile narrower initially and in my tests I'd get through the level so fast that I'd break Shrimp's pathing and soft lock the game after breaking the floors in the later part of the level. In an attempt to slow the player down enough to keep that from happening I widened the gap on the initial wall jump section by one. It worked, but in retrospect made it too hard and I didn't realize until after release.