I liked the idea of difficulty scaling as your interpretation of the theme.
I felt it couldve ramped up a little quicker-and been a bit more obvious on what was considered good and bad (and maybe a mouse sensitivity option)-but its so close to being really cool to me.
Cool idea-maybe it wouldve been good to have you do more damage at full size and less at small size, so you had to choose between being harder to hit, and hitting harder.
Yea, it's a bug I only noticed after I published it.
There's a function that removes the ability to grow when you're in small areas, and another that returns your ability to grow when you leave the areas. But it gives you the average size back, before you should have it.