this is a little delight. the style really works and the game feels great. good job!
the S key was a bit confusing on the hands. i wonder if it could have been eliminated and just have momentum come from slamming slopes.
Really smooth and satisfying to look at. The normal jump vs. roll-jump dynamic is super smart as a way to control speed while still only using one button. Great job! I didn't see that there was a description of the moves beforehand, so figuring out that mechanic while playing was a fun discovery. I couldn't figure out why sometimes I didn't roll after landing a jump, though (might just be a bug?)
Contrary to some of the other commenters, I think the level of challenge worked well with the gimmick. I wonder if being able to look at a full view of the stage would help players formulate a plan ahead of time. That might make it feel less finicky to succeed.
dude, this looks SO cool. immediate atmosphere generated between the visuals, sound, and interface.
the correction mechanic of only choosing one word wasn't clear to me at the start.
it took using the help function a bunch of times to figure out you are normally just choosing an auxiliary/modal verb to negate it. at that point, it felt like i just had to go "will" or "do" hunting.
bonus points for including character customization in a jam project