Yeah. The more complex you go, the more prone you are to bugs. I tried the latest MM picked level, "The Lost," a Heavy rain inspired adventure. It has a restart point system where you can enter a code to carry on from a different part of the level. All very clever, but bugged so I couldn't play it. Twice I was thrown into this menu with no way out, and you can't build proper interfaces or manuals - the system doesn't really accomodate clever stuff except on an intellectual level IMO.
It's very hard to debug unconventional approaches. I wanted an 8-way digital interface, like a D-Pad input. Trying to connect the D-pad buttons didn't get any response from a joystick rotator, so I built some 8 way selector circuitry for the analogue stick. It felt very good and useable, but a quick flick of the stick would send the object spinning. I added some timers to ensure when you move in a direction, the rotation is given enough time to complere, which made it more stable but still was prone to freak spinning errors. The device, the joystick rotator, was desgined for analogue direction like Geometry Wars and its myriad clones and offshoots, and trying to engineer it into another control scheme throws up all sorts of hassles. This is another reminder to stay within the natural limits of the game rather than try to be clever, unless you really want a time-consuming challenge!