Hi, I just tried the web demo of the game. There were many many jumps that didn't happen even though it feels like I pressed the jump at the right time.
After trying the same jump over five times, each time having to go back to try again due to a long fall, I gave up.
So, yeah, coyote time is something to be tweaked here. Maybe it's better to think about it as a coyote distance instead of time. How many pixels away from the edge would it still consider a jump? Also consider that people playing will have a few milliseconds of input delay by the keyboard or gamepad, plus a few milliseconds to the display.
(I wasn't sure if the failed jumps were due to lack of coyote time, or due to "capsule"-shaped bounding box (as opposed to a plain rectangle).)
Question: where does the game save the progress?
(EDIT) Answer: at C:\Windows\Tobias.sav
It might be a good idea to add the save location at https://www.pcgamingwiki.com so that it can be automatically included in tools like https://github.com/mtkennerly/ludusavi/blob/master/docs/help/missing-saves.md
I'm trying to download it from the itch.io client, but it is not working. Instead, it just shows "No compatible downloads were found".
This other topic from someone else explains the issue: https://itch.io/t/3848455/why-no-compatible-downloads-were-found
Apparently, the files available for download are not tagged correctly. When they are correctly tagged, there is a tiny icon next to the filename. The older version was correctly tagged. Look at the screenshots below:


In a slightly similar idea, there is this other game where the graphics are made purely out of static noise. Yet, you can clearly see the platforms and hazards.
It's called "Lost in the Static":https://silverspaceship.com/static/
Suggestion: let the left-click cycle through white-black-cross, and the right click to cycle in the opposite direction. That would enable the game to be playable by touch screen, with no detriment to mouse users. Look at "Simon Tatham's portable puzzle collection" for an implementatiom that behaves as I described.
Nice idea, nice implementation, but I have a couple pieces of feedback to make it smoother:
Having to move the hands between mouse and keyboard gets quite annoying. I'd be happy with a full-keyboard (and full-gamepad, and optionally full-mouse) control scheme.
Also, if I'm controlling one piece and click on another, I'd expect to move the control directly to the other piece, instead of having to click twice.
The game (both the Jam version and the updated version) gets a little bugged if I switch to another browser tab and come back later. It's like part of the game engine continued running, but other parts (gfx?) didn't.
And I agree with other people: having a full version of this game would be great. :)