After our group presentation, we decided that we needed to to set ourselves a goal that was realistic, and not to take on too much so that each individual's work could shine. An important aspect was also to maker a final decision on the mechanics, which was mostly my job; this was part of finding our realistic goal and focus, as including too much could be come complicated for time, design and for the player.
In terms of our goal, we decided to use the tutorial area as the main area of the game. The player will progress through the canyon solving puzzles on the way upon reaching the bell tower they will fight the boss and perhaps solve one last puzzle. Having cut out the different time periods which require a great deal more design and assets was a was a big part of what will save us time, leaving anything extra only as a stretch goal.
So far I have done much experimentation with various puzzle ideas and mechanics, which then allowed us to make a decision if what we want in our game. I chose to remove the pushing mechanic and focus on using the grappling hook, climbing, and interesting platform behaviors. The lead designer agreed with these choices. I thought they could be interesting to combine, and so I started experimenting with what they may be able to achieve.