Thanks for the review and high mark.
> inverted horizontal controls
I don't really understand this. Is it about steering the car while going backwards? I don't know what else can have the inverted feel. Oh wait, did you by chance fall down, respawned the car with enter (it resets rotation to 0 because restoring it correctly was tricky ), and started to drive it with S, essentially going backwards? Oh well... Maybe I need to make car's back lights more red... and add some models for headlights... to make the direction more obvious. And restore the right direction, of course. Or maybe even add auto-respawn so the player won't fall in the abyss forever. Or maybe I should just make 'enter' hint flashing/highlighted to not force things?
> problem with the car assembly
Hm, so my adjustments to interaction distance, quest description and hover feedback didn't eliminate the issue as I hoped, that's sad. You played the latest version of the game, right? Now I'm really don't know why the panel with a button is so confusing, I thought it's a pretty common game mechanic. Should I make it detect when you look in it's general direction instead of exact way? Or should I just make it work when you near it, ignoring the direction completely? Or is it a problem with understanding that other parts of the assembler aren't interactive? I really have doubts about overly increasing the area where you can activate it since maybe I'll add more buttons, so choosing one of many somehow must be possible. Or maybe I need to add a tutorial console with a button on one of the first islands to expand a bridge, for example? Or maybe adding a crosshair in the middle of the screen to make it more obvious which thing you are looking at exactly? There are so many possibilities, maybe I just need to add all of them together. Didn't actually think it would be a nearly game-breaking issue.
>typos
Yeah, these ones are the easiest to fix, but the hardest to notice. Especially when you played your game hundreds of times and just don't read anything anymore. Especially the last message since I usually don't see it for more than a second, going on the car directly into the portal at high speed.
>worried of falling all the time
Hm, if the fear of falling was enjoyable, maybe I need to work more on the abyss. I thought about adding clouds there, supposedly made out of sugar, because that's what the story tells... however now I think I need to make it more abysmal, hellish, with stars shining coldly and unspeakable creatures anticipating the devouring of your very soul. And sugar clouds, of course. Maybe mixed with little bit of blood.
And make the platform edges sloping and slippery. And maybe add some physiology feedback when on the edge, like in horror games. Some heartbeat, some FOV distortion...
Oh wait, that would take another month of work, if not more.