Thank you for the review and feedback! I was a co-creator and I agree that some levels were super difficult. We're planning two update cycles and I imagine we will revisit the need for such a harsh perma-death implementation. Perhaps restarting at the current level instead.
The game uses unity's rigidbody physics so there are some tricks you can use to sort of "speed run" the game. You can actually double kill in certain scenarios (level 2) and perform other movement "tricks" to prevent being detected!
There are other mechanics to look forward to so stay tuned!