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Might be a little drastic, so see it as food for thought, but how important is the double-jump? Have you tried playing around without it? Or perhaps it could share "ammo" like shots?
I used to have one by default in my own platformers... then I ran into level design issues, like you, and removed it. It resulted in less extra height to skip stuff, and I feel it also led to having to put more thought into every jump when playing. Then again, it wasn't the solution for everything~ :/

Can't those Crystie guys remain as the easy, early game fodder enemy type? Or did that role get taken over by another enemy? Perhaps there could be some "evolved" form for later levels/harder difficulties?

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Hi Firflirch! Thanks again for checking out the project and taking time to write a post. 

I tried no double jump at the very beginning of development and it definitely felt like something was missing, but the game has come a long way since including a glide, so maybe it's worth trying something again. 

I might try slowing the horizontal air speed over time while in a double jump. That would make Yttrith's glide better.

I know what you mean about Crystie, but I cannot think of any enemy in Keen that was just fodder, they all had something unique about them that affected gameplay. Perhaps if crystals erupt from its back when it is defeated or something like that.

Edit: went ahead and did it.

https://x.com/dazzamoto_games/status/2084832817507397802