Add Easy/Baby difficulty mode
#1Implement an optional Easy/Baby mode that reduces lethal unfair-feeling deaths (e.g., sudden falling trees) and eases chase/gauntlet tuning so more players can reach early flags without rage-quitting. This directly addresses repeated feedback that the game is "too hard" and requests for an easier difficulty.
Increase checkpoint density and follow 30-second retry rule
#2Add additional flags/checkpoints after major challenges (e.g., before/after the hole sequence, before the second sign, and after difficult setpieces) so players rarely redo more than ~30 seconds of solved content. Players repeatedly report checkpoints are too sparse and redoing long sections is boring.
Provide onboarding: controls tutorial with re-access option
#3Add a clear, skippable tutorial that explicitly teaches core actions (including whether jump exists) and provide a "Replay Tutorial" option in the menu. Players who skipped the how-to are confused about basic movement and how to reach early steps/areas.
Add contextual hints for stuck sections
#4Introduce optional in-game hint prompts near commonly blocking segments (e.g., the root part, early coin, section 4 checkpoint progression) and allow players to request a hint from pause. Multiple comments ask how to pass specific parts, indicating a need for lightweight guidance without removing challenge.
Reduce randomness and improve telegraphing for physics/bramble/rifle hazards
#5Adjust hazard behavior so outcomes feel consistent and skill-based, with clearer telegraphs and less "random" failure, especially for physics trees, bramble traps, and the rifle gauntlet. Players describe deaths as random/troll and ask whether hazards are random, which undermines perceived fairness.
Tune chase sequences (fast tree to the hole)
#6Rebalance the chase-to-the-hole segment by adjusting pursuer speed/acceleration, adding clearer escape routes, or providing an easier variant in lower difficulties. Multiple players report they cannot outrun the fast tree and repeatedly die before reaching the hole.
Performance: Low detail mode and broader optimization pass
#7Add a low-detail mode (reduced effects/LOD/shadows) and optimize stuttering/lag across devices including Mac and high-end PCs, with a focus on browser build performance. Many players report lag, stutter, and poor optimization even on capable hardware.
Fix input delay and responsiveness issues
#8Investigate and reduce input latency and any frame-time-related control lag to make movement feel responsive. Players explicitly report input delay alongside optimization problems.
Resolve keyboard control detection issues and add in-game input troubleshooting
#9Fix cases where WASD/arrow keys do not work and provide an in-game control test/remap screen to verify inputs are being read. Players report being unable to move due to non-working keys and need a clear way to recover.
Add controller support
#10Implement gamepad/controller support with default bindings and remapping. Players specifically request controller support, and it also improves accessibility and broadens the audience.
Fix menu/pause-related softlocks and add reliable recovery options
#11Prevent black-screen and stuck-state issues triggered by pause/menu interactions (e.g., selecting the black tree, pressing a tree button and being hit) and add a visible "Restart from last checkpoint" / "Reset level" option that always works. Multiple reports describe the game becoming stuck with no way to continue.
Clarify progression: coins purpose, chest rewards, and end-state messaging
#12Add UI/messages that explain what coins do (if anything), whether chests are intended to be empty, and provide clearer indicators for where the end is or what modes/goals exist. Players ask what coins do, how to get early coins, where the end is, and note disappointment/confusion about empty chests.