Mechanic design, puzzle design, level design
Challenges: designing puzzles around a core mechanic that introduces inherent restriction to movement.
Since the player stretches their three limbs to move, the puzzle design and level design where essentially the same challenge.
Level 1: introduction to the core mechanic (using limbs to push off of walls). The upper-left area is fairly easy to reach, but it's not possible to progress without turning back. The player 'assumes' this is the right way, but then realizes upon trying to progress that they have to rethink their approach.
Level 2: introduction of switches and use of gravity. The first two switches are pressed by a horizontal limb, which primes the player to use that logic for the third switch as well. However, the third switch needs to be pressed with the vertical limb from the side.
Level 3: recontextualizes the switch/door mechanic by using them as walls and platforms.
Level 1
Level 2
Level 3