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I almost feel like level 12 should come after 11. I kept thinking it was focused around moving the barrel that’s outside, but in 12 I cannot really move anything, which forces me to think about how the multiple beams interact with each other. If level 10 was related, I honestly couldn’t really tell. Having made difficulty curves for my own puzzle games, I know it’s not easy to teach mechanics so I’m not quite sure what to do with that. There were also a few early levels that I wasn’t sure if I had to “do it fast enough” or if it was purely puzzle based. I actually think the timed “security gates” really make this clear in the latter half of the game, so I actually like those “slow” doors as a pacing mechanism. Grabbing seemed finicky, particularly when I would move towards something because I want to grab it. I later realized most levels don’t really need you to do this and it was just a convenience feature (or at least it seems that way). Overall I think this looks great, and the video on the page lets me compare more easily to the jam version. I also like how the barrels reminds me of those from Star Fox Adventures.

Thanks for playing. Interesting suggestion to make 12 before 11, but I do think 12 is more advanced. So I think maybe a better way is to lock up all objects in 11, though I'm afraid that will trivialize the puzzle.
Regarding 10, it's not related to 11 and further. Interesting insight about slow doors, especially given these doors were a clutch solution to make the player forced to make a permanent change.
Also grabbing is indeed a secondary mechanic, that was introduced to ensure you can't get soft-locked by pushing a box to a corner, that players liked so much, I improved and polished it so much it almost became the main way to move things