it works now.
sorry for the wait, medical appointment prevented me from testing it earlier.
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.
Mac: Critical flags are corrupted when you exit after entering the 'tomb' but before the fall.
had to wipe ˜/Aplication Support/unity.smolhold.Disoriented just to get the game back into a playable-state.
A. Too much happening, renderer can't keep up. (I suggest you make low-poly versions for distant objects)
B. mouse-look covers only 90°, forcing me to defocus and then refocus the browser if I need to make a turn beyond that range.
A. Mac, (el capitan).
only the lower quality setting give semi-smooth frame-rate at 640x480.
B. I've had many moments where red crosshairs did not connect. (even if the response was immediate, the target could easily jump way before the connection could be made)
C. then it's understandable, but think (like the classics you mentioned) that the bosses should stay dead. (edit: I hadn't saved after one of the bosses (due to some post-boss-disorientation and mistook its return after dying for it respawning)