very good points.
i wish i had come up with a way to make the hazard hotboxes more obvious. i tried to make them pretty fair but they aren't, like, clear, which is a problem.
i do think a visual indicator for which mares are skipppable would be a good add. not sure what exactly but something to consider for the post-jam version.
the statues being unskippable is because their timing is relevant to the difficulty of the game. that said, i will likely add an auto-fucking option post-jam to help with this. and it definitely feels inconsistent which is something i should think about.
your description of the double jump is exactly what i want from it. like, your description matches my goal for it's flavor almost exactly. i would compare it to the difficulty of performing a shell jump, which is kind of my goal: when learning to shell jump, my brain would be like, ok, am i at the right height? am i releasing the grab button? oops, i released the jump button... this almost painful coordination of inputs is one of my favorite parts of platformer games, and for better or for worse it is pretty key to me. so I can see why you would describe it as no gameplay payoff, but for me, the cognitive load is the payoff.
i do think, after reading PLASTIC GRASS's feedback, i will likely make the controls themselves a bit (or even a lot) less slippery. it does honestly seem to kind of just work, so maybe that's what i should have done from the beginning. it's strange because again, one of my favorite mechanics in platformers is careful control over velocity and acceleration, but it might be that my gameplay is just too fast paced for this to make much sense.
thank you for playing and for the detailed feedback!