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(+3)

I really enjoyed the main gimmick of equipping movement tools and having them become part of your body. The visuals were very good, I love low res shaders, and the music was on point.
I have a couple main points of feedback:
Mainly, it's on the linearity of the puzzles. The mechanics are all fun and unique and interesting, but I think not enough time was spend on using those good mechanics to create puzzles that are fun to solve. Making puzzles games is really challenging, especially in a jam setting.
The platforming is really difficult in some sections (one I had to fully cheese because it was such a tight jump). This is compounded by there being no coyote time or jump queuing, so often times when I failed a jump it didn't feel like my fault.
It does get difficult to manage all the different keybinds. It's a difficult problem to solve though, I don't know what a good solution would be. Maybe bullet time + radial menu? Not sure
Great job though!