Thanks for playing and for the kind words. The movement feel was definitely a focus, and I tend to prefer controllers myself for movement heavy games like platformers. Animation was also important for the movement feel, though I do wonder if many have seen the idle animation. Timed gameplay doesn't really encourage pausing for a breather.
The compass idea was because the day cycle reminded me of Majora's Mask, glad you liked it. Felt better than just using a draining bar.
And of course not today, Dio is a creature of the night