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Thanks for the feedback, you’ve raised some really good points. I sadly didn’t have time to test the web-version as much as I’d have liked to, so I didn’t even notice that the escape menu would kick you out of full-screen mode! As for the slime-permeable platforms I was kind of aware that they might be a bit harder to spot but I wanted to keep the color palette small, and told myself I could get away with it. In hindsight I think that my judgement of their visibility was kinda biased because since I placed them, I already knew where they are and so they stood out to me more. So next time when I have to decide between a more concise color palette and visual clarity I’ll go with the latter.

I know how that feels, same thing happened to our game, we get too used to how things work/look. I don't think keeping the color palette concise would contradict having visual clarity, if you use a different value of the same color I think it already fixes the problem without standing out too much. Grays and browns are usually very safe to use no matter the palette. In your specific case, a low saturation blue could have worked as well I believe. The colors overall were very good, but perhaps playing more with different saturation of the same color could have enhanced the visual experience. Just decided to mentions this here because I'm a full time artist so I have no idea how familiar with color theory and the like the people who also code are.