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The Wheel is the substantive addition rather than a cosmetic one. It handles differently from the arrow, which means the thirteen levels effectively become two sets of challenges rather than one. Players who finished the original will find the arrow levels familiar territory and the Wheel levels genuinely new, which is a better use of a sequel than simply adding harder caves.
It is filed under Rhythm and Arcade here rather than Platformer, and that reflects how it actually plays. Once you know a level, clearing it becomes a matter of pressing on a cadence rather than reacting to what appears — the obstacles arrive in a pattern you internalise. That is closer to how a rhythm game works than a platformer, and it is why players who struggle at first often improve suddenly rather than gradually.
The one addition worth knowing before you start is the Escape key, which exits a level. In a game where restarting is the main loop, having a deliberate exit matters more than it sounds — you can leave a level you are stuck on without closing the tab and losing your place in the thirteen.