Thanks everyone for the feedback. :slight_smile:
The low collision range of the spikes was intended for the first few puzzles to provide a bit more flexibility and reduce difficulty, and the later areas contain rotating and dense spikes which are a bit harder to avoid. Maybe the early spikes could have been positioned differently to highlight that more, like between the plates.
For the missing audio, I ran out of time at the end and decided to skip it entirely to focus more on polishing. I think this was less risky to do. So please feel free to listen to your favorite music while giving the game a spin.