Yeah, in the later levels you really get a sense of how they just had to wrap things up asap. Level design, encounter design, weird UI bugs and things like how there are more collectible currencies (suit tokens, sentinel batteries, etc.) than needed to actually unlock things. The ending 4-5 hours of the game just feel pretty unpolished. You even see plenty of instances where they start throwing 2 secrets just next to each other in levels. Performance is rock solid through and through, it's the game design itself that needed another pass or two