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Thank you! Yeah, the level design is a little bit of an afterthought, and we had a fun moment with it when we sat down for it. The room that has just a chest with a key next to it was an idea where you could either open the chest and take more challenging routes to get a key for progression, or skip the chest and save the key for an easier time getting to the next room. It didn't get a lot of playtesting though, so that's a solid criticism.

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Ahh that makes more sense! I felt like the chest was a necessary part of the level! Still, well made game and keep up the great work!