Nice, we can a have chat about this when I am ready to expand the the development
Also, I submitted an updated build to Oculus share (I likely will do a very small update to that to fix an old tutorial prompt and one other small thing), that has a better user experience (the level and gameplay remains unchanged for this build, sorry), but I added in a fade out and camera bounds when leaving the tracking cameras view frustum, a bunch of rumble effects and basic keyboard support.
Here is a demonstration video of the fade effect, it is a small thing and not hard to implement but made quite a big difference in comfort in my opinion.
First when you are getting close to the tracking camera frustums edge it desaturates and reduces the gain of the image and if you get closer still it also fades in a grid showing you the edge (people are usually naturally prone to not going through surfaces when in a VR environment)and then fades to full black when it starts to lose tracking so you do not get uncomfortable screen popping when that happens.