The concept is pretty good, but it needs to be more forgiving. as Celeste designers explained in mark’s video, you should design to prioritize player intent over strict frame-perfect execution. While making these same mechanics still allow pro players to utilize frame-perfect windows for advanced maneuvers. You could try making it so the abilities use up your time, that way instead of basically losing the moment you miss the time window, you still have a chance to recover, then any loss would completely due to the player’s lack of skill. Which would also still allow better players to perform a more skilled combo of moves that leaves no room for error like you intended in the original design.
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Thanks for the feedback! You're right, focusing on player intent rather than frame-perfect execution makes a huge difference. Since I started the jam a bit late, I ended up rushing with the first idea that came to mind and didn't have much time to refine it. Thanks for the tips, I'll definitely apply them to future projects!