Thanks for playing! The most technical part of development for me was getting all the character movements synced up to the same keypress in a way that doesn't leave anyone stranded in a weird state. It's hard to honor all the various ways the player could be pressing directions and/or undo while still making the controls feel responsive. I just picked up Slip 'n Slime the other day and they have this cool input mechanic where moves are queued up and executed at the appropriate time if you are entering inputs faster than the little slime character can move. It's easy to miss great controls like that, but super noticeable when things feel bad.