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Sorry, it's been a while since I played the predecessors, so I couldn't remember how dives worked with momentum. I think my main issue with it is that you have to wait before you can proceed with normal walking or a jump. I'm maybe being too picky about that.

I see why you would want to distinguish the charge from a normal run, and I think it should work. The thing I'm most concerned about with it is that you're not able to start charging while already walking. I feel like having to trigger it while standing still is unnecessary. Not being able to stop the charge instantaneously makes sense, though. I will say that the somersault is a pretty nice touch/reference. If you wanted to implement a charge jump to dive chain, you could limit spamming by only allowing the dive to happen once at the apex of the somersault. I didn't think of diving into a charge, but that could certainly be cool. That said, I'm not much of a game designer. I also noticed that you no longer gain height with the dive, which seems like a good change.

With the backfilip, I think the issue I have is that I press the direction and then immediately follow with the jump button instead of waiting for the direction change animation. I may just be too hasty about it.

I also kind of like the wicked damage boost jump. It's very difficult to pull off, so I don't think it should wreck the game.

While the game seemed to have low FPS, it didn't affect play very much. Probably just made things a bit more floaty, but it would certainly look better without the drops. The horizontal scrolling was not very smooth for me.

I'm a little confused by what you said about "not being able to charge while already walking", because you can only start charging while walking. If you press the button while standing still you just do a headbutt. Regardless, I've changed it so that charge has a bit more oomph to it. You build up speed slower than normal walking, but you have a significantly faster max speed (faster than dive). I also changed dive to work like it did in the previous games. So if you don't want to wait for the slide to finish, you can just jump.

One other fairly fundamental change I made, which should make the game more fun is I removed the top-speed limit and added a speed increase cap. By that I mean, speed can exceed any number, but you can't increase it further beyond what you would normally be able to. So when you jump out of dive, you'll keep your dive momentum even though you aren't diving anymore. This is a pretty standard thing in these kind of games, but it wasn't in place before now. I won't be changing the demo, but all of these changes will be present in the final release (unless I change stuff again).

Really appreciate the in-depth comments!

It seemed when I played that the demo required you to press the attack/charge button while at the same time requiring you to press a direction, either by letting go of the direction and pressing it again or by moving from a standstill. I thought of the run trigger in games like Super Mario Bros., where you can start running from a walk by simply holding the run button. I thought that would be much easier and more intuitive compared to the current trigger to start the charge in the demo. Stopping the charge doesn't have to be done this way if you want the charge to function as something other than a generic run.

I don't mind if you would lose momentum when you aren't actively increasing or maintaining it. (walk - maintain, dive - increase)

With regard to the speed cap, I'm not really sure what you mean, but I'm thinking you might mean something similar to high-level Super Mario 64 or Dustforce play (neither of which I can perform). Actually, this franchise(?) reminds me (favorably) a lot of Super Mario 64 in terms of movement.