Levels In SuperHot are very well crafted to reflect the mechanics I mentioned above. Many of the levels even have well done elements of verticality. Never once did I ever encounter a hallway that was too small to dodge bullets, nor did I ever feel that the game’s placement of enemies or items was done so in an unfair fashion to cheaply increase the difficulty. Each level clearly must have gone through many iterations and testings to get them all to be at the level of quality they are now. A game with such a strange core gameplay mechanic always runs the risk of not taking that into account in the level design. But that is not the case in SuperHot. If I had one criticism for the Level Designers of this game it would be that the levels are always fairly set in stone with the characters inside of them being the only thing that move. I think it would have been interesting to see some moving platforms or walls to shake up the world around you. It also might have been nice to see some more platforming elements that could have added another layer of challenge to these puzzles. At the end of the day though, if those additions to the level design would run the risk of making the levels over complicated it may have detracted from the core gameplay loop.