Dunno if you still want input on that front, but this kind of levels are way better than the semi-open world.
Very nice polish overall with transitions and sound. New ant enemies are super fine, but remember to add animantion on hook/stun.
cute tutorial, strange decision on what you are explaining. you are half way into "I only give you controls, and gl" and, "let's explain everything".
Random notes:
- player should be layered above the sign posts
- guiding arrow in the tutorial should be pointing the exit, not the extra stuff (it's common vg sense)
- old stuff, it feels bad to rotate the cam everytime you move left/right. In heavy situation can give motion sickness.
- After you die, deactivate the player controller
- maybe hooking non metal enemies should stun them (ants, throwing ants etc); after that you implement enemies that can't be stunned by hooks
- it feels bad to be damaged by spikes on the edge of a platform you are standing on (right side of mines 3)
- on death is better to reload the level than to go on level select and wait for a load everytime. it's padding
- in pause menu you can put a retry button to skip loadtimes
- if you get hit after you die, you can lose a hat
- mine 3 exit bugged out on me, I couldn clear the level (I landed on the 1x1 block on the left)
- the first jump in cliffside 1 (with the spikes above your head) is maybe too much precision