In this fortress I wanted players to have limited time to move through certain sections of the level, which requires some quick movement and quick thinking in those segments where the player is racing against the ebb and flow of the magma. I found the difficult thing here to not have the slow zones of the level to have too much so that players could not breathe in preparation for the next quick segment, but also to not have too little happening that they felt like they were just waiting and doing nothing.