HOWEVER, you’re giving me an idea where it could speed up a lot if you get the double jump in, say, under 2 minutes (which would prove that you’re speedrunning!).
That sounds fun!
Quick-restart is another thing that I don’t want in the game off-the-bat since a new player accidentally clicking it would be very sad, but maybe I could bury it in a menu or cheat code somewhere… hmm
Maybe it could be a key/button binding that isn’t mapped by default. That way, new players wouldn’t accidentally trigger it unless they explicitly mapped the button.
Stats summary is also a neat idea! I see why duration of a run but I’m less clear on the usefulness of single and double jump counts, could you explain why you want those?
The jump counts would be for rough understanding on run optimization, as a supplement to the run timing. I’m thinking of it from a Jump King POV, where the stats summary shows jumps and falls. Competitive timings for runs in JK’s main game will always have 0 falls, and the jump count is a squishier number but typically the lower it is, the more likely the run timing is competitive. A low jump count can be a rough indicator that the player optimized their longer jumps and slides so that they had to do very little (if any) short-hop jumps for micromovement/repositioning between the longer jumps, and also that they made few mistakes/falls in general. I didn’t notice a timing penalty on falling in To The Flame (no faceplant animation), so falls probably don’t make sense to show in the summary, but jump counts could still provide that squishier indicator of run performance.
In addition to the speedrunning angle, it also might be a generally fun number for added replay value. Even if a player isn’t focused on speedrunning, they may want to replay the game to work towards decreasing their jump counts from previous runs.