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Thanks for the feedback!! I wish I could blame the AI code bits too, but the performance issues are probably due to my shaders + vfx, another player also said they experienced lag during blood splatters (there is a performance killer having to do with some shader tricks that I *thought* I fixed too but will need to double check, same with the way it handles occlusion culling).  You *can* use the hook as a gravity gun, although I didn't supply any exploding barrel-type things in this version (the statue heads can be picked up and thrown through enemies but the player is strong enough against individual enemies that it isn't necessarily worth the time to actually do). Thanks for the feedback about the confusing parts, definitely need to work on some of these clarity things for the next version. Anyway, thanks again! 

ok I hopefully fixed the performance issues or at least made it less horrible -- there is kind of a design flaw baked into the way I wrote my shaders that does what I thought was a cool trick but (a) it is terrible for performance and (b) to my knowledge, no playtester has ever noticed :).  Solid first game mistake.