We knew that we were more focused on precision platformers. We didn’t want to have any power-ups and stuff. We wanted to have one core mechanic and push it to the maximum. That was kind of our idea. And we wanted to make sure it was accessible. Since the Kaizo community is really, really hard, we wanted something more accessible where you have small puzzles that you go through and you never lose your progression. So one particular puzzle can be really hard, but you already have that satisfaction of beating it right away. And if you die after, you don’t lose your progression.