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-The passage to the next area in the room with the light bridge is now clearer. I have put lights and a staircase -the light and the movement of the stairs will catch the attention of the player.
-One of the tiles opens up, giving the player more room to maneuver and put a portal. This tile also directs the player's view to the aforementioned hole.
-In order for people not to get stuck in the turret-puzzle, I have placed another laser on the floor. It's clear to the player that if they fall through the portal they will die. So not only I think they will not try, they won't get stuck anymore.
-The puzzle just after the turret could be solved too easily because a white wall in the turret-puzzle and even one beforehand was available. Removed this exploit.
-The timing for the laser/stairs puzzle has been adjusted by 2 whole seconds, and so has the next room with the jumping puzzle.
-The final jump is more impressive now.
- In the room with the light bridge, make the passage to the next area more obvious. It's a black hallway against black tile. It's really hard to see and I almost gave up here.
- In the same room make the light bridge over to the passage easier to shoot. Shooting on a wall directly below you is not the easiest thing to do.
- It's possibly to get stuck in the little area with the turret. The flipping panel above him is confusing and it makes you think that's where you're supposed to go, but if you do you end up stuck behind the lasers with no way out.
- The timing for the laser/stairs puzzle is probably a little too tight.
I think you have a really good design in this test, and I think the end up at the beginning idea is fun. The last jump felt great. If you update this level I'd definitely reccomend it.