Guiding design principals
The player needs to use the environment to take out their enemies
The player is given many movement tools to evade opponents
The player only has 1 health point, any damage taken will force them to restart
The first few seconds of a puzzle room the player is given a slow down in time to get a better look at the environment before everything becomes crazy fast
There should be many solutions to one problem, but not one solution to every problem
Levels are short and complex, they are meant to be replayed multiple times to find better solutions and get faster times