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Glad that you enjoyed it  (so far) :D
Also, thanks for the feedback! The scaling part can actually lead to unwanted behaviour of the collision/hitbox, but when testing it we didn't encounter that kind of problem. Anyway I  hope that this does not happen in your future playthrough :)

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We had a very similar issue in our game (spoiler: you have to scale yourself up/down in a later level). Changing an object's scale messes with the physics engine - ours in Godot, but I remember having a very similar issue with Unity. Animating/tweening the shape of the actual collider rather than the scale of the game object usually makes it behave a little more reasonably!

Will reply once I've had a chance to have a 2nd playthrough :)

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Thats actually a good advice, scaling the sprite separately from the collider, in a different manner. Thanks! Also, I wonder, since it seems you've worked with both engines, what's the reason you switched? to godot? Or which engine do you like better, unity or godot?

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Worked with Unity for a year, switched to Godot recently because of all the Unity drama.

Godot is much less mature than Unity. That comes with it's own limitations - but also means it is much more streamlined than Unity. I was shocked at how straightforward Godot was compared to Unity in so many aspects - animating, input handling, UI design, particles, etc etc etc. just feel SO much more intuitive than Unity.

I could go on a very extensive list of all the pros and cons switching from Unity to Godot - for me personally, that list has more pros than cons. I wouldn't recommend it for any studio that wants to created polished, triple-A, 3D games (though it is certainly capable of 3D, Unreal just handles this so much better). But outside of that, I would highly recommend at least giving it a go and seeing how you feel about it! :)