-As in previous builds, running into the sides of certain blocks can cause you to become trapped, rapidly performing the landing & falling animation w/dust cloud. This can be fixed by backing up and normally isn't a problem, except when it occurs in auto-scolling levels like Power Surge.
Ah, this has been a persistent problem for myself, programming-wise, since I have no idea why it's caused. It obviously shouldn't happen, yet it does. I'll have to keep looking for a way to fix this. Any specific places that this occurs where it does cause a big problem? I can do a cheap fix for those, at least.
Heh, I mentioned Power Surge because that's where it happened for me. It was during a rather steep jump up and to the left of one of the longer, purple platforms.
-Sometimes, the "Q to skip scene" prompt does not appear during cutscenes. This sometimes makes them unskippable, other times not.
Ah, that would be my fault for being forgetful and not putting that prompt in a cutscene, I'll look through each of them and see which ones I've forgotten to place in. my bad.
Actually, what I meant is that sometimes, a cutscene that previously had the prompt doesn't upon later playthroughs. This happened specifically in the starting cutscene of Wide Open Spaces (I ended up revisiting it a lot for the Laser power), where the prompt appeared and worked properly the first time, but the next time I played it, it didn't appear, nor did Q skip the scene. The third time, the prompt remained absent but Q did work, and every time after that, everything worked properly.
-Even after changing the difficulty to Easy, the game defaults back to Normal each time I restart the game. Considering that quitting the game is the only way to return to the main menu, this seems like an oversight.
Hmm. That would be a big problem. What do you mean here, that it defaults? If you start a game on easy, then save and quit, and then continue, it should still be on easy when you continue, regardless of what you see on the options, once you start a game, it shouldn't ever change again. When you continue, do the map stages actually change back to their normal colors, or are they still all yellow?
Ah, my fault then. I changed my Normal game to Easy a few levels in, once I got tired of grinding that freaking cactus for pennies at a time. As long as I changed it back to Easy, it seemed to work properly, at least until I got past Wide Open Spaces (as I mentioned), whereupon level saving became inconsistent.
-The purple cyclops' tackle ability is terrifying and a great game mechanic, but its ability to knock loose your powers can cause some strange behavior, such as Jack retaining visual aspects of powers or becoming frozen in the red-X'ed 'HIT!' pose for several seconds.
Ah, I know what could be causing the retaining of the visuals, could you tell me which abilities that's occurred with, to help save me the time of having to search through all possibilities? Also I somewhat understand why Jack sometime's freezes, but I've been stumped on how to fix it, I'll try out some things to see if I can get that under control.
As pictured, getting tackled resulted in me retaining the Shield power, with Jack still holding it out upon ducking (never tested if it worked). This was all probably under the influence of the three-power glitch at the time.
As for the freezing, I recall that I was backed up against a wall when the cyclops hit me that time, so that might have caused an issue with collision.
-Finally, my chief complaint stems from many of the obelisk levels (and the whole game, to a degree) relies on platforming like this to cover vertical distance:
[rest of complaint]
I understand your frustration, and I apologize for it. I agree that that isn't good, and I already know of a fix that would work without me having to restructure any stages in a big way. What if those platforms were all able to be passed through from the bottom, so that you never had to worry about hitting your head above? I think I'll replace every single instance of that situation with pass-through-able platforms to avoid this frustration in the future.
That would fix the biggest problem with those sections. Perhaps designate one kind of block as "jump-through-able", just as a visual signal?