@Stephen: That's strange, I used FF 10.1/OSX when I was proofing that page. It seems to be working for me. You're talking about the plugin game window itself being far too wide, right? I put it through browsershots.org and I didn't see any strangeness across a few different browsers. If you have a chance, can you try visiting this page
to see if it's any different? That's the page emitted by Unity3D itself which I used as a template.
@mcc: Thanks so much! (On behalf of the group.) I agree with you and Stephen about the gravity picker. Early on, we decided to use Unity's gravity instead of rolling our own, but it assumes a single source. So the game is re-parenting that gravity vector when you get inside a buffer distance from a planet's surface, unless you started your jump within that distance. A better way to handle it would be to do real-time distance calculations and maybe allow more than one planet to influence the gravitational field.
I've got an Android build that plays reasonably well on my phone and tablet (tilt to move, touch to jump) but it needs actual touch controls and GUI for settings and instructions.
Thanks for the encouragement. I think pjchardt's getting an actual Unity Pro license. We've talked a bit about picking back up on it after he gets an XBLIG game out the door (360 shooter Compromised