Now that you mention it, I do agree that the 2nd part after the lava pit was placed awkwardly and especially with the walls and terrain being the same stuff mustve made it even harder to notice..
My idea for that was that before entering, you can see the pink glowing thing on the top. So the playyer would go in expecting to reach that cliff from the tunnel. And after finding the lever after the lava pit, they would remember there being another pink glowing lever on the cliff with no way to get to. Just a turn back and climbing would reveal the answer to that question.
But i could have definitely designed it better.
For the collisions.. I take all the accountability😭
Its just that I had to change the meshes and the collisions so many times, I missed a few. I mostly stayed on the main path while testing most of the time, so missed alot of stuff due to that aswell. There are still some holes here and there which i saw too late :(
The box problems can be blamed on randint tho xD
I did tell him about the problem, but it not really being a game breaking thing put it much loewr on the priority list
And No, there is no coyote time :P
I mostly just made the collisions slightly extend around the meshes but seems it didnt help that much haha
It was also cuz we got so used to playing with it that we stopped dying at all. Thats just a reminder of how important it is to get your game play tested haha
For the cursor lock, im pretty sure you can do that (I tried and it works). On itch, it unlocks the cursor by default if you press esc. And that works as expected for me, so im not sure why it didnt work for you.
Ahh yes, again, I thought of this, but it was much lower on the priority list so we just ignored it :P
But i do agree that it looks kinda ugly being static
Anyways, thanks a BUNCH for such detailed feedback!!
Mostly everything you pointed out was completely reasonable and just mistakes on our (mostly mine :var:) part
Really appreciate it!