Looks like we both went for the "celeste-like"! Overall, the level design is pretty tight and uses the concept well. I'm impressed you guys managed to work in small touches like the procedural animation for the aiming and the vacuum hose. I ran into a bug early on where respawning at a checkpoint in an earlier room would leave the camera in the current room, but I managed to work around the issue on my second try by simply not dying ;)
Great work from the whole team! I'm looking forward to seeing this on stream