Tyy for playing and the feedback!
All of that is fair.
These are all excuses but I wish I had more time to at least add a tutorial map + one more map. I alr had the base ready for them.
I also agree that debuff/buff values and timings need to be balanced a ton. Initial idea was to make it a lot more chaotic. Debuff would cast faster but they'd be a lot less punishing.
Be very fun if it spawned a lot more objects and variety of unique effects. I even had 2 weapons with equip+attack systems. Had to cut them out.
The initial walking speed was actually done carefully. Rather other movement was built around it. It isn't mentioned anywhere but Dash actually gives u Iframes, bet no one knew that xd
Idea was to teach the player that walk is there to get the initial movement, that's it. That is why nearly every other movement has a speed boost of sorts. -WallJump boosts speed towards where the camera is looking. Slide Start boosts speed. -I even added a Dash speed multiplier on ground slam, which is a 30ms window right after GroundSlam finds a ground. All of this was really exciting for me. But I didn't teach them anywhere and that is on me. Core movement was something I've been doing since I've started learning, before this jam, and is what I most worked on trying to balance it for this game.
I actually have a finished vision for this game and will be working on it. Only thing is that I need to learn ton of stuff along the way. Will go back to not having the random buff/debuff mechanic. I might implement them on some maps but won't be the core mechanic.
Overall because of u and others I know what to work on. Gives me a lot of motivation if people are honest about the potential :)
I really do appreciate u giving it a fair try and the honest feedback :p glad u enjoyed it!