Whoah, pretty damn cool idea. Almost gave up so many times but struggled on all the way through...
The WebGL version worked just fine for me. The only graphical issue I notices was this z-ordering in the settings menu.
So it was kinda confusing at first while getting accustomed to different mechanics. A smoother difficulty curve in the beginning would have helped a lot. The difficulty curve overall was all over the place. Easily the hardest levels were around the middle. Or at least it felt like that and I suddenly learned how to play around there.
Never got used to the throwing controls really. It didn't feel natural to me that it was like slingshot style reversed. And you even had to start the dragging from where you were going to want to end up at too to get enough distance. Just didn't feel right. It was also very hard to control how big slimes you'd shoot resulting in quite often needing to take multiple shots while. Felt like a waste of time. I also feel like the switch button should have been right mouse button instead and the lock one could have been E. Made those instant death climbing section way harder than they needed to be. Same goes for fighting enemies.
And speaking of enemies, I think the game would have been better off without them completely. Especially those red ones that shot back at you with no warning or anything were just miserable. The bullet time helped quite a bit while flighting them but it wasn't very reliable and sometimes if you were in a bad angle, the enemies just kept shooting the smaller slimes you were trying to throw at em mid air.
Quite a few times I managed to somehow grow up bigger than I started with getting myself stuck and having to throw pieces off just to continue. Didn't feel fun. 🥲
Anyways, pretty damn nice! Ironing out the few kinks and smoothing out the difficulty curve would make it fantastic. Very nice job, top notch! 👍