Space is bound to jump again, exactly as before: same action name, same physical_keycode 32, same jump_velocity -190 and gravity 980, so the measured jump height is 20.07 px, identical to the reading taken before the binding was removed. Single jump only, no double jump. The debug flight goes back to Space for up and S for down like it used to, with the arrow keys kept as an extra. No gameplay content touched.
cheat_panel replaces the level_skip autoload: a single small button in the top-right opens a panel holding the fly toggle and the level jump buttons, so nothing that looks like leftover debug UI is on screen. The fly is no longer gated behind OS.is_debug_build, so the easter egg works in exported builds too, and the 1/2/3 shortcuts only fire while the panel is open so they cannot be hit by accident. Space stays unbound and no gameplay content was touched.
Registered as an autoload so every scene gets it for free. Top-right shows a row of buttons generated from the levels array (main, level2, level3) plus keyboard shortcuts 1/2/3, and it runs with PROCESS_MODE_ALWAYS at layer 30 so it still works while the tree is paused on a death or level-clear screen. Hidden in exported release builds, same rule as the debug flight.
Player: move/jump (Space), test flight (F, debug builds only). Key: pickup, hold S to aim with live trajectory preview, release to throw, W to warp to the thrown key. Spring bounce. Spikes deal damage. 3-heart health, Z consumes a heal item for +1 heart and a 5s shield. HUD with hearts and item count. Death screen with fade-to-black and restart. Hidden passages. Assets: Kenney Pixel Platformer (CC0).