Thanks for all the comments. Lots of useful stuff here.
Jumping is unresponsive at times, making parts of the game really frustrating.
Were there specific sketches (I like that term agj) where this seemed worse than others? The only thing I could think of to cause this would be a disconnect between where I drew a floor and where the actual invisible floor object is. If it happens all over the place though, there might be something else wrong.
The game doesn't work correctly in firefox for me; it's weirdly broken, half the time the controls move way too slowly and sometimes their directions are reversed, and collision detection is often off. Perhaps it's my computer being weird though, it works in IE for me. (Could it be a flash 9 vs flash 10 thing ... ?)
That is strange. I'm new to Flash so I have no idea what could cause something like that. Anybody know?
Increasing time, wtf turtles, more feedback/audio
Ok, I'm going to stick with the 5 second limit on everything. I'm aiming for a mix of "puzzle" solving and legitimate platforming. I like the contrast between the "confusing but actually very to easy to perform" sketches(the breakup one) and the "easy to grasp but hard to perform" ones (the bird one), along with everything in between.
The five second limit makes certain sketches (the roses one) require quick reaction time and allow no room for error. I like having that there to keep the pacing of the game varied and ensure it stays grounded in platforming.
About the turtle levels, you guys are right about them not fitting in well. Most of them went in early in development, when I had a more abstract bent in mind for the game overall. Getting further into it, more and more sketches have a story behind them, and I think these are more successful. I'm going to go back to the turtle ones (and a couple others probably) and recast them with proper context.
There seems to be a pretty unanimous sentiment that more feedback is required for when you complete a task. Getting rid of the more abstract tasks should help with this, but I will also work on the HUD feedback. I was trying to keep that subtle, but I see now that it makes sense to make it more obvious. I'm going to work on this and come back with something better.
I'm going to continue to avoid sound effects. My only backing for this decision is that I like it better without them. Hopefully improving the visual feedback will nullify the need for audio feedback.
Thanks, everybody! This is some extremely helpful feedback to work with. I will take it and do my best to use it!