Thanks for the comment! I always appreciate constructive criticism. 🧡
1) I wasn't expecting someone to point that out of all things, but I definitely agree. It's probably because whenever I feel like something isn't the right size, I just resize it in Unity rather than redrawing the sprite. But consistent pixel art looks better and I'll definitely take this on board.
2) Thanks! It was suggested by Tazaidon (the person who helped me playtest) and I thought it was a good idea. I also slightly altered one of the scenes to be less bright.
3) Admittedly, the laser pointer has a really tight hitbox. I did try to balance it between being generous and being challenging, though I might've tipped the scale on the wrong end. As for what you said about the knock minigame, that's probably just a caveat with the fact that it's a physics-based minigame. I did attempt to prevent this issue by making the plates lighter and actually having the cat knock them with force but it seems my efforts weren't quite enough.
4) One of the Bird minigames DOES function as an AutoClicker deterrent (the flappy bird one) because I put a plane above the player so they couldn't just autoclick their way out of it. As for the other minigames, well, I already have a punishment for timing out and I don't know how else this new punishment would work. For the Kibble one there COULD be a delay for each mouse click, but unless I added a recharge meter or something like that, it'd just seem unresponsive to people who can move their mouse really quickly. Plus, a part of me doesn't really see this as an issue because if you're using an AutoClicker to make things easier, you know that you're not playing the game the way the developer intended.