About that problem booting into fullscreen I mentioned before: it was on my end. My mouse has a double-click problem, and sometimes when I'd go to double-click the exe, the second click would register twice for a triple-click, which means File Explorer ended up being the active window when the game booted up. Somehow, that's what causes the game's fullscreen to get misaligned.
Viewing post in small graphical inconsistency (almost fixed)
Hey, the description for Shattered Team on the character select screen claims that they're immune to instant-death hazards, but when I jumped into a pool of lava, I still exploded. Sure, I respawned on the last platform as a reserve member, but Penguin Cop can do the same thing (if only once). And yes, the dead member slowly regenerated, but by that logic, they'd be "immune" to ALL damage with no need to specify instant-death ones, so I think that line should be reworded for clarity.
EDIT: Oh, and the Soaker Girl/Water Balloon Girl bestiary mix-up might've been on my end, too. EDIT 2: Or maybe it's only mixed up with specific Enemy Promotion settings? I'll have to double-check at some point.
EDIT 3: Oh, and the unlock description for Holy Cow says she "can trample anything flat with her massive bulk," but again, this isn't special to her because it takes her the same number of bounces to crush enemies as everyone else, and she can't just run into enemies like Sugar, either. I recommend swapping out that phrase for one that mentions her vertical magic lasers or healing ability.
I will need to look into this. I don't remember if the movement code is so old it uses Game Maker's built-in collision system, if that's the case it might explain what's happening (colliding with a solid object cancels the ongoing movement and requires you to manually reapply it if you wanted to get as close as possible - like sticking to the ground when landing).
Stumbled across yet another graphical inconsistency regarding a player-character's footwear: Yal's disappears while using the Cat Sunflower's climbing ability:

This one's extra surprising because I'd imagine most people would play as Yal since he's first. Maybe they assumed Yal needed to take off his sandals to climb, but seeing as how this doesn't happen for Matt, Anikel, or Paige, I think it's safe to say this one wasn't intentional, either.
By the way, remember how I said that using the Hikkori Skull lets you move around while talking to NPCs? Same happens if you use the Rocket Pack.
More feedback: I don't like how the ice buster and fire buster only shoot after you LET GO of the attack button. I know a bunch of other games do this as well, and I hate it there, too. It makes the controls feel unresponsive. The default green mega buster shoots when you push the button despite also having a stronger charge shot, and the much-more-common flower-equivalent ice/fire powers also shoot when you push the button, so I don't understand why you broke consistency for the ice/fire busters. I would greatly prefer if they instantly fired a regular weak shot when you push the button like the green one does.
Anikel's cheery sprite used in the epilogue has the top row of pixels misaligned and has her hair-covered eye missing despite it being slightly visible in her other cutscene sprites.
By the way, I noticed that the data.win for v1.0.8 is around 4MB smaller than v1.0.7. May I ask what all got removed? I'm just curious.
In the multiplayer VS mode, selecting the New Magma City theme has it play Nice Day for a Stroll despite the background being that same unfitting night sky that Waste Disposal Plant had. I'm guessing this is a holdover from DDG1 where the city had a day sky by default, so maybe you could swap it for the day sky, or swap the theme for Chemplant like you did before, or add an extra option so you can do both with New Magma City (day) and New Magma City (night).
Sometimes, wall-jumping with the Cat Sunflower's power will do a regular-height jump instead of the tiny jump it's supposed to. My guess is that if you're lined up exactly right with a 16x16 wall tile, the game will do a regular "jump from ground" jump instead of the "detach from wall" bounce.

By the way, did you remember to put my "add visual indicator on solid tiles that Zombies come out of" comment to your to-do list? I'm not sure you actually did anything regarding making the Zombie-spawning easier to see in dark levels if the player is in front of them.
EDIT: If gore is off, enemies will sometimes play an extra death animation. It's easiest to reproduce by playing as Sugar and running at max speed while jumping on top of a jump-able enemy:

I didn't remember, but it's on the list now. Thanks for the reminder!
I think the "double death animation" is because of managing to cause a HP death (from the afterimages) and a jump death (from landing on top of the enemy) on the same frame, there's no failsafe to make sure they don't both happen (it just didn't occur to me it was a possibility).



