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@bollard At one point I broke the jump counter so you had infinite jumps, and it felt almost exactly like Flappy Bird. I considered going that way for a little bit, because I do like the feeling of having a very predictable jump arc and being challenged to put it in the exact right place, but ultimately I decided I liked the idea of jumps being a kind of resource. You have to be very selective about when to jump, and you're not in the air all the time. The forced ground time is a matter of pacing, a period marked by a decisive absence of action. If I had more time for level tweaking, there would have been more space between hazard sections as a place to breath and reflect on the previous hazard.