09_Adv_WP_Shunt, which reinforces shunting out a block into water to get behind and push another block, is the first level that could be considered to require any sort of sequencing, or thought about the order of operations. 10_Intro_Laser does exactly what it says on the tin, showing additionally how dying in the beam cuts the beam and makes it safe to traverse behind the new block. 11_Edu_LaserIntro, initally drafted for the intro spot, reinforces lasers and how dying in the same hazard on smooth floors can build up a line of corpse-blocks until they hit a wall and can be climbed. 12_Med_LP_EarlyLaser reinforces lasers along with a reminder for the 2-0-3 layout, priming the player for 13_Med_LP_LaserPlug, which reinforces using corpse-blocks to get past lasers. 14_Adv_WLP_LaserShield is one of the only puzzles I've been able to come up with that actually requires dying in water as part of the solution; the player suicides into the water to increment corpse-blocks and open the space at 3,1,6 so they can get behind a corpse-block, pushing it ahead of them as they approach the laser. Cool level, though I'm not wild about the overhang.
The final level in this build, 15_Adv_LP_DualRoute, is way too hard for the spot! This is actually intentional: we want to learn how invested playtesters are who make it to this point, and examine how they approach a complex problem when they haven't been prepared for it in any way. For this purpose, we chose DualRoute, a fiendishly difficult puzzle drafted by Matt and edited by me. DualRoute, as seen very unclearly in that garbage-quality pic above, requires the player to die twice in the 5th column, then use the older (furthest) corpse-block as a shield to move up the third row and die twice more in the fourth (nearest) row. After incrementation removes the shielding corpse-block, the player is left with a line of three corpse-blocks that can be pushed against the laser emitter, climbed to access the overhang, and then bounced on from there to reach the top platform. Tricky stuff!
This level does have a moderately severe visibility issue with the overhang impeding the view of the second laser emitter and the adjacent water tile, but given its purpose in this build is to be unreasonably difficult, I'm totally fine with it... for now, anyway!