resolve conflict
use GUITexture instead of OnGUI DrawTexture for screen flashes
only allow accelerometer motion when player is alive
prevent pausing if player's not alive
add resume argument to unpausegame method
first level completion method, reset score on new level load
score orbs grant 7 points
prevent screen dimming with sleeptimeout.neversleep
configurable target framerate on app launch
using integer vs boolean for isAlive, player sphere collider
toggle rigidbody.iskinematic to clear inertia on respawn

plus screen flash at moment of death.
levelcomplete improvements

not pausing time any more
submenu of pause menu

for selecting new level, with translucent background sprite
clean up levelcomplete, prevent unpausing via submenu

use back button instead
new level change icons
clumsy way to load all four levels from one submenu
duh - put menu background sprite on lower layer to avoid z-fighting
all UI elements instantiated in Start function

to avoid messes with repeated create and destroy event handlers later on
cease using iTween for life countdown

still used when player score rises. currentScore preferable to
visibleScore for GUI life bar display. First stab at Mathf.Lerp.
currentScore, not visibleScore, for UIToolkit lifeBar