Hah thanks this was actually really helpful and exactly the kind of response I was looking for! Part of my experiment was that I didn't put in a lot of control reminders and I wanted to see where players would be tripped up by not knowing the inputs. And boy oh boy. All the way through 6 levels without pressing Q to cast a spell a single time, messing around in the scale room without realizing you can pick up objects from the floor by -crouching- first. Definitely would have benefited from gating a free early spell powerup that showed the 'press Q to cast' message, though I suppose thats not an issue for the real game (start with none). Also I plan the game for game controller setups and balanced around it, but clearly needed a reminder for mouse controls that you're aiming in 8 directions with them. Although considering almost all the content I created since the last update is the 8 new spells (I made the new levels in one day prior to DD), its a bit of a shame people won't see them if they can't find the secret areas to unlock them. And it worried me you guys were going to immediately suicide by casting discontinuity when you found it, since its a risky spell
/e and the the levers are activated by charged attacks. Intending them for the first dungeon which is gated beyond the charged attack upgrade, so its really nonobvious in the demo, lots of people trying to crouch on them or press random buttons