ah, it would be nice to include that tidbit in the instructions.
Recent community posts
A. Post-level messages last too long. (please add way to skip)
B. Too often fails to jump when ordered to do so.
C. level "paths" has too many false hits. (land on top of wall, registered as landing on spikes on side of wall)
I THOUGHT it was lag, but it seems that the web version has the mouse set way to sensitive, which makes it seem like it is responding to unprocessed input when in fact it's responding to microscopic movement
Doesn't help, it's immediately after loading is finished. (Assuming it's not occurring midway loading)
Edit: seems to occur 9 out of 10 starts. This could indicate that the ghosts have a tendency to spawn inside the player-character.
water segment in Impossible-mission-base actually is impossible.
A. It requires precision timing, but direction timing and special action timing are too out of whack compared to one another. (it takes low bounce too long to activate)
B. too many false (as opposed to just wonky) hits in the area.
C. might be solved with an extra beacon
Glitch in download version: resizing doesn't start until after the screen-size has been set, resulting in either too much cut off or garbage being visible outside the playfield if the game is opened at any screen-size other than the intended one.
it would help ( I think) if you could control the Y-impulse of a jump, at the moment every jump is at maximum impulse, which is what I expect is the main cause of the wonkiness.
(EG: short tap is low jump, long tap is high jump)
good concept, but I think you need to adjust the hit detection for the static spikes, as they currently don't even allow you to be off by half a pixel. (could be even worse when the game is lagging, but that has not been encountered.).
Glitchy as all heck:
A. ladders rarely respond.
B. Environment has a tendency to launch you in random directions (frequently while climbing ladder when THAT is working)
C. Environment frequently not loading properly after death.
nice, but I would have liked it if there was an ending-cutscene instead of just an ending-text.
(by the way the first thought on 'running out of space' was the player getting stuck in an shrinking room until until he has run out of space to maneuver in.)