Thanks for the feedback! Do you know what part of the visuals were causing the pain? Was it the brightness (I was worried that white would be an issue) or is it the pixelation itself? There isn't actually a screen shader, the game just runs at a really low resolution and I didn't think about the pixelation being a problem but if that's the case I can look into adding an option to match the display resolution in future games.
Yeah I figured that soft lock would come up. I intended to fix it by making all pickups respawn when you dumped a potion but got sidetracked trying to make a 3rd level that ultimately didn't make it into the game. In hindsight, I should have just implemented that since it probably wouldn't have taken more than a couple minutes.
I'm not sure exactly what's causing the jump issue since neither I or my testers encountered it but I'll do some digging and figure it out before I do another rigidbody platformer. I used the same jump state machine before so I'm guessing it's the floor detector code I had to write custom for the rigidbody this jam.