Everything you need to climb higher, explained without the guesswork the game itself refuses to give you.
Level 1 always uses normal controls: left/A moves left, right/D moves right, up/W jumps. From level 2 onward, every time you complete a level, the game reassigns which physical key does which of those three actions. The key that used to jump might now move you left. There's no warning beyond the in-game hint that appears right after the shuffle happens — you're expected to read it and adjust mid-climb.
The controls-panel hint at the bottom of the game screen always shows the current mapping, so if you forget, glance down. On touch devices, the on-screen buttons sit in the same physical positions as the arrow keys (unlabeled, on purpose) and shuffle the same way.
You can still jump for a brief window after walking off a platform edge, even though you're technically already falling. This is what makes edge jumps feel fair instead of pixel-precise.
If you press jump slightly before landing, the game remembers the input and executes the jump the instant you touch down, instead of requiring frame-perfect timing.
An unlockable ability that lets you jump a second time while airborne. Stacks with the shuffle chaos nicely since it gives you a recovery option when you press the wrong key.
A short burst of horizontal speed in the direction you're facing, with brief invulnerability during the dash and a 1-second cooldown. Bound to Shift or E — notably, the dash key is not affected by the control shuffle, so it's a reliable escape option regardless of what the arrows currently do.
Weapons and abilities are unlocked through the level-up system — defeat enemies for XP, and each level-up offers a choice of upgrades. Your very first level-up always includes at least one weapon option, so you're never stuck without one.
Low damage, fast fire rate, fires a physical projectile toward your cursor/aim direction. A reliable default.
Higher damage, slower fire rate, hits instantly (hitscan) rather than firing a travel-time projectile — good against fast-moving enemies.
Heavier damage than the Basic Gun with a slower fire rate and a physical travel-time projectile.
Short range, but the highest per-hit damage of the four. Requires getting close, which is riskier while your movement keys are shuffled.
You can also defeat most enemies simply by jumping on their heads, classic-platformer style, without spending a weapon charge.
The environment changes as you climb higher, purely cosmetic for now but a good landmark for how far you've gotten:
Coins collected during a run carry over between runs and can be spent in the Shop from the main menu on permanent upgrades:
These are separate from in-run weapon/ability level-ups, which always reset at the start of a new run.
Head back to the game and put this into practice, or check the FAQ for anything not covered here.