I made it so that you need to have started falling for the double jump to register. I've preferred it when games do it that way, but enough folks have mentioned finding it frustrating, so I'll go ahead and change it to allow you to start your second jump before the peak of the first. I'll also see what I can do about making the divekick have a bit more control, that's definitely a fair point, especially given how narrow the hitboxes on some of the enemies can be.
The dash is mostly useful for evasion and quickly moving through rooms, so I might re-contextualize the tutorial for it to be more evasion-focused? I really haven't heard anyone else say they dislike it so far though. It's not going to be removed because I and other folks consider it to be a fun aspect of the game's movement, but I will see if there's anything I can do to improve how it feels. I can definitely make some level design tweaks to mitigate that frustration, at least.
Magic also has a lot of utility, I feel. If you time it right, you can do a lot of damage rather quickly. I actually had to nerf the triple-spark spell multiple times because of how easy it was to stunlock bosses with it. I'll look at the casting times, and I'm probably going to give the bosses more startup frames on their grabs to make it easier to counter them. I'll also make boss grabs cover a bit less distance, some characters like Vesper being able to rocket across an entire room probably isn't very fun.
Also, taunting is basically an easter egg to let you get eaten immediately by a pred. I don't intend for it to have any practical utility. I'd rather remove it from the controls list entirely and just let folks discover it as a goofy surprise. I could give it an innocuous buff like restoring some MP or something, but it's just not what I intended the feature for.
I will make adjustments to knockback angles and i-frames to prevent stunlocking whenever I find a situation that can cause it, but there are a lot of situations where the dodge or glide-kick can actually get you out of it that you may not realize immediately. I'll also likely increase ending lag on enemy attacks even further to help mitigate the issue.
I will consider giving a range buff to the weapons when players are using them, particularly the dagger.
Yeah, the re-grab scaling on boss vore attacks is too high. Some characters are meant to be better at escaping than others, but it's clear the balancing needs work.
Currently, the buffs you get from eating foes are limited to extra HP, SP, and MP. It might not be a bad idea for it to also add to your other stats, but I don't want to give attack damage buffs out too easily. I don't want the damage numbers getting into the hundreds by endgame. I will definitely look into this though.
As far as the characters, Tanza and Skylar are definitely not meant to be nice. If they're not your cup of tea, that's fine. I always considered Vesper to be more teasy than anything, but she also doesn't let anyone talk shit to her, so she definitely slings back at Tanza and Skylar when she encounters them. I certainly didn't think I wrote her to come off like a jerk when she fights Luna, and there's also the fact that the dragons are literally inflicted with a frenzy spell when you fight them-- Though the dialogue that implies that was cut from the demo, I believe. In the final game, you'll have the option to spare them and let them return to the central hub room in the palace. They'll all be quite a lot more chilled out then. Except Skylar, she's just like that.
Thank you for the feedback!