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(+1)

The level design was Metroidvania-esque, but I feel it didn't require enough execution. You could probably either ramp up the platforming challenge (currently, the problem is that the only challenge you'll face is timing and blind leaps... sometimes you should leap blindly, sometimes not) or you could potentially add more backtracking/spatial reasoning to the mix. Otherwise, I think it's a really fun idea! Though I will say, I'm not sure about the execution of the theme; I think it could probably just have been a game where you use a swinging vine or a grappling hook for all that matters. I don't know if the spinning aspect is really used.

Thanks for the feedback! The direction was more a traditional platformer rather than a metroidvania. I was scared that people would struggle with the swinging mechanic so maybe they were too short/easy! (Also I wanted to do more levels but didn't have time 😅)