Damn, this game is tough. It's also one of those that makes it incredibly obvious that you are responsible for your own failures; part of a level will be a complete pain in the ass until you memorize the proper path, and then you can slide on through without breaking a sweat.
The one complaint I have about this style of game in general is that, broadly speaking, you're always fucked when you reach a new area. Because of the reliance on figuring out just how to utilize your limited abilities to make it through safely, you MUST die in order to become familiar with the next set of monsters and traps. Flying through by the seat of your pants is nigh impossible. Granted, I'm not sure how you'd do it differently and still keep a balanced difficulty, but the frustration when you miss that ONE move in your otherwise perfectly choreographed routine is excruciating. Not a complaint about the game itself, I guess, but more a commentary on the genre as a whole. Case in point: started playing yesterday, got to the boss of the first world, botched that up but learned a bit about his attacks and weak points, and... now it's back to the start of the second half of the world again. Some people complain about the real problem being lack of more frequent save points, but I'm not sure that's the solution.
I know they're really different, but the experience of playing this reminds me a lot of when we had the high score competition with Bay Route here a few years back. It's that same concept--inch forward, die a lot, memorize your path through, and then move through those parts with your eyes closed. I really need to start seeking out more games with this design philosophy, though I know getting the balance just right is a bitch.
Oh, and for anyone yet to purchase this: the GoG.com version does NOT include online leaderboard functionality, so be sure to get the one off of Steam or direct from the producers (which has a DRM-free download AND Steam key) if you don't want to play in a vacuum.
You also distaste me with passion!