Thanks for the feedback! Yea, I accidentally missed the line of code to lock the frame rate at some point when I was doing a refactor to get those menus/story screens implemented, so the movement is definitely messed up as a result of that. I also realized that the resolution I decided to go with was not ideal a bit too late to do anything about it. I was developing on an ultrawide, and I didn't even think about other resolutions - definitely something I'll be keeping in mind in the future. The player collision detection with the walls is something I was having trouble getting working just right, but I got some feedback post-jam that will likely make it better in the future.