Thanks for the feedback! Dying because of the unseen treat is indeed frustrating. My solution to the problem you describe is that the tile next to the wall is always safe, unless the hole that you dropped from was in the center of the room. That's a strict rule, so when you're unsure where to land, you can hug a wall and be okay. I understand that this isn't the best solution, and the game doesn't tell you about it, but that's what I came up with during the jam. Levels are generated at runtime. They're a sequence of randomly chosen, predetermined layouts chained together. That helps with the "leap of faith" problem further, since skilled players will start to recognize generation patterns.