I think you should have it so when you hit shift and click on the right/left, you go all the way to the end of the right/left, because eventually you'll end up having to wait several minutes to get to the edge with how big your world gets.
Here is the next Papa's game: https://www.kongregate.com/games/FliplineStudios/papas-pastaria If we all give it a one star rating, it won't get badged, and we won't have to worry about another Papa's Diarrhea game.
Very smart letting us sell life points, that way we don't end up in a situation where we over-invest in it, and now we have to wait hours upon hours for our people to die to get more souls.
The only complaint I would really have is the aiming mining game kind of sucks, especially when you're going for one of the perfect combo missions, even if you hit a target in the center, you might end up hitting another target slightly away from the center, thus ruining the combo.
When starting the game, make sure to visit the museum and invest into it, you'll get tons of money from it as you progress. In regards to the game as a whole, it's a very well made journey, the training feels rewarding, and never starts to feel tedious while also not yielding too much progress either. The game is pretty much perfect in regards to difficulty. Definitely recommended.
The trick with the last level is to get it to where it's bouncing back and forth between the top and bottom platforms, if you can get it just right, you can take your hand off the mouse, and not have to worry about it falling out of bounds.
Couple issues. One, why do I need to exit the level whenever I save someone? What if I want to further complete the level? And two, there are a lot of pit deaths where I have no way of knowing that I'm about to jump into a pit until it's too late. Other than that it's a pretty good game, I like that you include what skills are needed for each challenge.
I think there should be a thing that lets you move the camera around, so that you can check and see what you're going to fall on, instead of having to memorize the layout of the level.
One minor criticism I would make is that a lot of the dialogue ought to update once certain events take place. For example, when you get rid of the crow, the woman shouldn't ask herself what the crow would think of the scarecrow, and likewise, when you get the fisherman to pass on, the little guy in the top left corner shouldn't be saying that go over there isn't a bad fisherman, he just doesn't use bait. It'd be a minor thing, but it'd make the world feel more alive and less robotic.
In regards to the idea for multiple endings, maybe make it so you can have multiple routes taken depending on which soda machine you buy a drink from, and you get different endings that way.
Also, how do the Gnomes get ahold of the Frabjous tokens the guy picked up on his way there? I'm assuming they do since they can obviously use them for the hints.
Hmm, I have never seen such bug.