I think I enjoyed using the grapple the most out of the abilities, and I would love to see it expanded upon.
While coyote time might help, the core issue with the jump that should be addressed first is the fact that you can successfully trigger the jump animation but still fail to actually perform the jump, which is really confusing. Here are some possible solutions, though I've probably missed a bunch:
- Just perform the jump immediately instead of waiting for the right frame of the jump animation. I think this is how most platformers do it.
- Perform the jump at the right frame in the animation regardless of whether the player is on solid ground when the frame is reached.
- When the jump button is pressed, lock the player in place until the jump happens. Additionally, you could make it so that the first part of the animation happens when the button is pressed down, and the jump happens when the button is released.