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Entertaining game, effects, and music. Solid, readable, retro graphics with an attractive palette.

Appreciate the tutorials, they were well designed, but fast twitch precision games can feel a bit like PE to me when trying to teach new mechanics. OTOH I always appreciate new mechanics like the legs here. I'd say the keys really were the best choice. Employs both hands without needing that useless pointing rodent.

Took me ages to figure out what the first key you were pointing at was, I guess that's internationalization proof?

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Thank you for the nice comment! Yes, exactly. I was trying to find a way to communicate controls in a way that is "clear" for most keyboard layouts. The jump key isn't Z for everyone, and when that happens I can't identify it if played in the browser. I'll explore other solutions in the future.

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I'd have assumed everyone playing was UK/US, or offered alternative layouts. I do forget about internationalization and should really develop a "redefine keys" scene. Even with something like Jetbrains I just have to learn both the Windows and Linux variants. It takes many errors to pass those trials, so I don't think I'd be so brave as something this radical again. My first game-jam game was really novel in that respect but people hated the controls, and internationalization would explain that, I now see.