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needs a level select with separate death/warp count for each level and resets should restore progress of first attempt at level and not keep death/warp count.
this also feels like a game that would greatly benefit from having a level editor.

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The warp #'s by Vlax are a good pointer, but not very accurate. Note that you can "push" boxes and turrets, by jumping at their upper edges. It only moves them by 1 pixel at a time, so it takes a while, but will save you lots of warps. Also, with the help of Mr. Smith (lvl 12 and 13), you can skip large areas, by abusing the unlimited warp length - you can aim far off the screen during slow-mo and even warp yourself out of the map (lvl 13 possible with 2 warps - one on top of the map and then just walk right to the end). These make the hard badge much easier

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On Chamber 6 there is a way of killing Qoosh every time he/she/it respawns at the second checkpoint if you put the spicy block on the checkpoint and die the loop occurs

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The sad thing is that the scientist actually could have made a compelling argument for his methods. A rough estimate of how potentially unpleasant the warping procedure is could have been gained by measuring it against the amount of times Qoosh warped versus how many times he ate the candy and how many times he died. DEATH &gt; WARP = traumatic, DEATH &lt; WARP - candy = unpleasant, DEATH &lt; WARP + candy = ready for human testing. "Well of course I destroyed him a few times! He can't rightfully know which is more unpleasant until he's had both happen to him!" Congratulations, Mr. Scientist. You're out of the job and Qoosh is dead because you instead got distracted by all the pretty shiny data.

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Near the end of chamber 9, you can put the gun on the spikes, destroying it, and making the level impossible to complete. I realise that you could use guns like blocks if they didn't explode, but couldn't that have been a gun dropper instead?