Damn I wasn't expecting so much people to play my game lol
In this case, here are some things about y'all feedback:
Fixable bugs:
"Some levels are easier than link and are better as introductory levels, and link is too hard"
The reason why link is the first level in the webgl, even though there are easier levels out there, is that to avoid making the webgl build have several levels and scenes, causing the webgl build to be heavy and taking forever to load, I decided to only add one planet to the webgl (which I'm currently calling "superterra", open for discusion), and in this planet, the easiest level is link
But worry not, after making this post I decided to make more easy levels, just in case. And I focused on this planet, as this planet is the one that will get more attention because of the webgl build. I already finished some levels easier than link btw (update coming soon)
"Once I click in a planet, I can't go back"
That was intentional, I thought that it would be funny to force the players to at least open a level lol. But I am going to fix it. Pressing Q will become a shortcut to go back to the planet selection screen (update coming soon)
"The UI buttons to change levels fade with the background"
Idk what to say other than update coming soon
Bugs idk if I can (or should) fix:
"Some levels are blinding light, others are too dark"
Although imo there are only a few cases of levels where visibility buffs that much the level, some levels were intended to be brighter/darker, and the darker levels were meant to be dark so that limited visibility becomes one of the things that buff the level (e.g., frontier)
Due to accessibility reasons, though, I can think about nerfing brightness/darkness, but keep in mind that I personally don't think the idea of my game as a whole is very accessible, as the game is about beating complex and hard levels
Btw, interrealm games said about overly bright levels. Dude's comment makes me feel that the level being talked about is "link", which *is* one of the levels where visibility issues were intended
"Needing to press esc to see the cursor is annoying"
I agree. I already tried fixing this glitch before. There's a script that hides the cursor when there's a player in the scene, and that should show it when there isn't a player in the scene. Hiding the cursor works, but showing it doesn't. After some time I gave up and made the "press esc to see cursor" thing.
I think I can try again to fix this bug, but no promises
Btw I think is a good time to mention that pressing R is a shortcut to restart the level (I think I should add it to the description of the game)
"The game doesn't have too much color, everything doesn't feel saturated other than the blocks"
That's more of an art style choice than a bug. Life isn't easy and happy, with saturated colors and happy people... But adding more colorfull levels won't hurt I think
Unfixable bugs:
"if I fall through the path, I was supposed to just fall, instead of getting stuck in the walls"
This bug is exclusive to link, and at most a few parts in other levels. The issue is that unlike 90% of all levels in the game, link isn't made out of several scaled and rotated blocks. It was made using a tilemap, and several blocks. This basically means that if you fall from the path in link, you will get "stuck in walls", not because that's an error on the wall collision system, but because you're clipping several walls.
That's an artifact caused by how link as a level works, so unless if I completly remove link and remake it fully, this error is unfixable
"If I move to the left/right towards a wall, I clip it"
Fixing this bug is easy, actually. I just need to uncheck a checkbox. The problem however is that in some levels, you were *intended* to clip through some walls (e.g., why we lose), and fixing this "bug" will cause these levels to be straight up impossible
Now for "calling for you", idk if I'm a very lucky victor or if that's because I'm the player with the best understanding of the physics stuff of this game, but I didn't saw any sections that could be impossible because of how the path rotates. At most some sections that due to alignment issues, could be slight chokepoints in the level. However, as I remember seeing my playtester also complaining about glitches in this level caused by the rotation of the path, I may think about what to do with this level. For now I raised it in the paradox space list