Wow, thanks for the comment! I spent most of my time on the mechanics, and since I rushed the map design a bit (and every other thing), I didn't even get to use all of them. Some of the "acts of disobedience" are scripts that detect your location and activate if the disobedience is allowed in position of the clone. For others, I fine-tuned their frames, inputs, and update orders to make the clones behave differently. This system allows me to create new levels featuring any kind of disobedience I want, using only the Unity Inspector.
I’ve also received a lot of feedback regarding the retry button affecting only the last clone; however, I likely intended for the game to be a bit more difficult and frustrating upon failure. Most players likely felt this as a result of the lack of game design.