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(+1)

Thanks, I'm glad you liked it so much. Yes the windows version does seem to have some lag, which i didn't experience when testing the web build, trying to manage the 2500 flecks of static has certainly taught me a lot about optimization, with plenty more to learn.

I assume when talking about not being able to get the skeleton hand in time, you  mean BEFORE it change the channel and refills the screen? That because you zapping the skeleton doesn't interrupt the animation or stop it from changing channel, it simply makes it move away, and allow you to see the full screen again. I think if i was to carry on developing the idea, I'd change it to allow the player to react quickly and prevent the Skelton from changing channel .

Thanks so much for taking the time to play the game to the end, and thanks for the feedback

Ok... that makes sense. I realized after chasing the skeleton away twice it would let me kill static in peace. I think my confusion came from sometimes the level timer ended when the skeleton came so I thought he was ending the run.

Also, being able to get the bat was amusing.

(+1)

Yeah i found in playtesting that i would ignore the skeleton sometimes, and leave him there, knowing that i was never going to be able to clear the screen on that round, so didn't need to be able to see that corner, and save some time by avoiding him coming back a second time to bother me. (The joy of knowing how a mechanic works, because you programmed it i guess lol!) 

Yes the bat was purely there to be an annoyance. Glad you could see passed the frustration to see the intended silliness of it.