@aplovestudio - thanks! I agree something else would have been nice, though I generally only use hit-stop when there are animations. I think it would be a bit too much for as many enemies as there were, too. :P But overall I love suggestions like that and maybe I'll try to implement something for the Big Bads when I work on the mobile version!
@veralos - well, I have a lot of people saying they couldn't figure out the timing. Maybe I'll make a difficulty selector in the future, to make it harder! I appreciate all the feedback, thank you!
@remus - I guess you hit the one bug remaining that I couldn't figure out: falling into a pit but hitting the button and not quite flying into it properly but instead continuing to go, but then falling and it's just weird. :P But thanks for playing, and yeah, the context thing was exactly what I was experimenting with recently in Godot, because 4.0 now has lambdas and Callables - glad it worked out perfectly!
@louiejams - my main hope was honestly just to make a game that could be digested in seconds. It's meant to not have anything so complex that you need more than a couple lines of text, and otherwise everything is intended to be intuitive. Thanks for playing!
@legingergamer - glad you liked the upgrades - while they were planned all along, they were very last-minute! :P Thanks for playing!
@frey - I agree! The bowling ball (the only thing which really hits you) was actually somewhat painful to implement and had a bunch of bugs. I almost cut it before the end, but figured out what was wrong with 10 minutes left, so fixed it and submitted. The dying lacking a feedback, yeah, that was pure time miss-management! :P Thanks for the kind words and for playing!