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Some feedback:
1. Time stop making panels appear needs to be introduced more organically in-level. I was confused for a while until I read the description. Simply having a super fast thing that you need to slow down followed immediately by a time stop wall that disappears would have sufficed.
2. Moving panels should be made clearer as others mentioned. A red line or arrow showing the direction they'll fly would do wonders.
3. I felt that the level was a little too long - The random apple puzzle that was never built upon, and jumping on a mushroom up to a button on two sides because...reasons.
There are actually two solutions I think; Scatter the books throughout the level instead of one lore dump room, or cut some sections. Either way would work methinks.
But at least I really liked the ending. The penultimate zone was pretty chill, and the final cube section was hella good and made me wish for a map based on the cube sections alone.
My solution: Where the platforms are, that we can't see have some kind of hint their there like a particle effect or something just to make people realize there's something they need to use to make those platforms materialize a little valve style tutorial wouldn't hurt to teach people about the mechanic.
I just wish the platforms that can only be accessed by the Time Stop Hat has outlines when they are not in use. Kinda like the violet and green platforms that the Dweller Mask affects.