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Pretty nice game. The art is gorgeous, the player's base movement feels good, and the gimmick is interesting - making all your upgrades modifiers to one central move is a neat way to put a bit of a spin on otherwise extremely traditional metroidvania upgrades, but it does also lead to a lot of accidental activation that got a little frustrating at times.

Where this fell flat was the level design. There were some really interesting ideas playing with the moving blocks in the first area, but by the third area it felt like every room was a big empty passage designed just to fill space, with interesting setpieces or challenges being few and far between. You mention in the game's description that you threw together a very large map in the last couple days, which seems like a mistake - I think the game would've been better if you put that time into a smaller but more focused map with more thought out level design.