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wow sounds like you got to the end? (with your last sentence reference) and thanks for your input. I had to just sort of make decisions to get the game done on time. Lots of design spaces to explore like you said re WHAT is communicated to the player and how expansive the movement system is. I am a long time Melee player and a lot of my favourite games are getting over it, rage type games, N Game way of the ninja. I guess where there is expression and emergent 'tech' in the movement. At the time of the release i didnt fully iron out every quark of movement in this game just wanted to give the player ideas. Im not sure like how spike damage works ATM. Overall its supposed to be spending a heart AS A jump verb to chain together long committed jumps. Like you use in it in 'pls' level at the end but right now it doesnt bounce you in super fun or predictable ways. 

As for perfect land, yes you can perfect land every jump thats sort of the point, but you can also perfect land after the first bounce so you can get range AND mitigate damage. Additionally there are lots of ricochet states or situations where you need to perfect land to mitigate damage and its not as intuitive as it might first be, so yes you 'should' always be perfect landing, but there is still skill expression in how proactive you are about think about perfect land, or when you choose to perfect land (first or second bounce) 

Like i said I still think there is lots of exploring to do with the basic jump mechanics of this game for skill expression and emergent behaviours. As for the aims of this version i think i showed myself its a fun enough playground. Level design, as you may have seen, gets very rushed towards the end. Thank you for your feedback and thanks for playing!!!