Thanks for the feedback. FYI you can visit the other levels from the selector on the main menu if you get stuck on one. We discussed adding checkpoints, but ultimately decided not to because not all of the levels had safe spaces for them, and I wanted to incentivize players to aggro as few enemies as possible on the way to the sun, and presumably loading a checkpoint would reset all enemy aggro. Looking back, maybe we should have added checkpoints at least to the tutorial though, since some of our playtesters also commented on the amount of backtracking in it. We originally intended to make more use of the smash by having breakable terrain, but we didn't end up using it in any of the final levels. It still stuns nearby enemies, which we decided to leave in as sort of a "secret" tech. We probably should have either properly introduced it or gotten rid of it entirely. Note definitely taken on the sound effects. That's something we were shooting for but ran out of time to fully add. Thanks for playing!