Thanks for the feedback!
I can run and attack and almost never get hit by a skeleton. Maybe running into a skeleton should have the effect of a weak hit on the player?
That is a problem. I prefer to have the skeletons not hurt on touch (except through falling damage), but I'm going to need to do some tweaks here. The goal should be that if you run straight at an alerted skeleton (that's facing you) and simply attack without blocking dodging or anything, you lose.
No mouse please! For the god controls, why not have the hand automatically pick you up as soon as you activate the power and then use the move keys to move it around and the attack key to drop the player? For the lighting attack, you could use the move keys to select one of the enemies on screen and attack key to bring the lightning down (or cancel to cancel it.)
I want to keep the mouse for 2-player (hero + god) co-op, but I've thought about having a hotkey-based alternative for solo hero players. I can't just have it pick up the player because GRAB can also be used on enemies or physical objects (rocks, spears). A solution would be to let the player cycle through possible targets as you describe for the lightning-power, though depending on the number of objects it might be too slow...
Personally I would like a jump key that isn't the up arrow or 'w'. Ideally it should be right next to the attack key.
Customizable controls are planned for later. For the time being though I could make 'Z' an alternative jump key, put drop/cancel on 'C' and have 'SHIFT' be the only bash button(s)...
The frame rate seems quite low, and so movement feels staggered.
Not sure what to do about that other than general clean up (which I try to do as I go along). There might be some gains as well if/when I switch to GM Studio (early tests seem promising but current version crashes for me, so not yet).
Where's the close button on the window? :D
This is an option you can toggle in GM. I forget why I turned this off... I suppose I thought it looked nicer without, but really it doesn't make much difference and isn't worth the loss in functionality. Fixed in the next version.