LMAO Thanks for the feedback, I planned for a kill button but forgot to implement one in time. The ui sfx is a good point, I didn't quite do enough work with audio, wish I could've done more. As for the buggy jumping, there is actually coyote time but it's a bit undertuned, and I think the real issue is how the game checks if the player is grounded (just a raycast from the center of the player downwards), so standing at the edge of a platform, the game may not realize youre on the ground and can jump, which makes jumping buggy. It was just used as a placeholder but I never bothered to fix it later. Appreciate the kind words, thanks!