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I think there was a nice idea here and the theme is well integrated. I just feel like such twitchy and fast movement doesn’t really belong in a precision platformer. Where you need to dodge spikes you need to be able to control you movement. With a little polish you could have a nice on your hands!

One tip for the portal gun. You can easily walk off edges due to needing to hold right and down for a diagonally down placement and once you place it, you immediately walk off the edge into spikes (2nd level of ex with the saw drop before door). If the placement was “toggle based”, meaning once I press down and release the button, the portal position should stay the same until i press a button again. That way you have much easier control over where it is and you don’t have to frame time letting go of buttons or slam other direction to not die.

Music was okay, but waaaay to loud on normal sound levels. Screen transition after death is a slight epilepsy warning in itself.