>I understand that [the hitbox] wasn’t made super clear
It's more than just that, though (if I didn't make myself clear last time). Graphics need to represent the hitbox if you're going to make a game requiring precision; that way, the player can literally *see* what to do, like in Rocket Bits. Once the required opening is smaller than your sprite, however, you as a player can never be sure HOW close you can get without trial-and-error (and then it's something you have to remember instead of something intuitive). It's the same problem a lot of bullet-hell games have.
EDIT: also, in regards to the Halloween levels, you shouldn't overlay the required white fuel cells over the white decorative background tiles because that makes them easy to miss.
>not having time
What do you mean? The game is self-published, right? What's stopping you from delaying the release for a bit to make sure everything works as intended?