Interesting idea, but some gamplay features has no explanation, how about:
Why are falling (that in many of situations mean lose) can win situation, how on the 4 or 11 level.
(It’s hard to figure out on your own that it works this way)
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Thank you for the feedback! A few people noticed the same issue, so the feedback is totally fair. Level 2 was meant to introduce falling, but you’re right, it fails to do that clearly. Being able to catch sparks mid fall and win that way deserves its own level, with clear explanations. I’ll improve it in a post jam update. Thanks for pointing this out!