corner next to workbench has some collision issues (or is that the hole you spoke of?)
Recent community posts
bug: level 2 requires jumping over spikes on a 'slope'. but there is no sweet spot between hitting the end of the spikes and hitting the first of the spikes (due to their hit-boxes extending too far to the left and right)
interesting concept, but the action-select-system needs a bit of work. (moving to the desired action is a bit too sluggish)
perhaps you could map the numeric keypad (rightClick+number) to the actions.
(5= move, 8=hand,9 = teleport, etc. basically the same placement pattern as the current selectByMouse system)
collision detection is seriously wonky.
A. many platforms act solid when this would fully block further progress
B. trying to jump from a platform jetting out of a wall has a tendency to produce a wall-slide, ruing the attempted jump.
first boomerang puzzle is impossible.
boomerang's action-radius is too small to reach all the required barrels. (unless the solution simply doesn't register or barrels should relight boomerang)
A. main menu doesn't scale with resolution, minimal screen-size for buttons to be accessible is a bit too laggy.
B. Need to jump to get free from backing into a wall. (collision detection should push character to the closest valid position, not just halt movement)
I already suspected it was something like that.
on another note: I'm having problems with 'grabbing' the sliding stones.
When I pull grip is too easily lost, frequently resulting in the stone sliding back to where it was. (really annoying when I need to pull a stone pushed against another)
and pushing doesn't work if I'm practically against the stone.
solving both would improve the laser puzzles immensely
I had exited via CMD-Q while in the first tunnel and when I went back to playing, the flashlight was turned back off and it didn't respond to "R".
attempting to 'fix' it by new game first resulted in the tunnel being inaccessible (I presume a leftover anti-escape block it should have deleted) and in subsequent new games WASD never activated, making the first tree 'inescapable'.
I think new game needs to be a bit more thorough in what it deletes.