Movement Mechanics
This version was made to accomodate for the double jump ability and air dash, so I have shortcuts you can take using it, along with platforms being spread further apart for it.
Level Mechanics
This version adds in the high-bounce platform, splitting apart the layers much further. I also added in moving platforms, which can move in all 3 dimensions, so the first tests have them only move in the x axis, then the y axis, then x and y, then z, then x y and z as a final test at the end.
Model Replacements
This version incorporated models given to me from my very talented environment artists, I had to mess with the lighting to make sure taht the landable areas were made clear but it was really able to help spruce up the look of the level.
Final Polish
This iteration adds in the double-jump orbs and replaces more assets so that you get a better sense of progression through the level, I add in props that are relevant to the narrative of that level and to the overall story to help reinforce the narrative.