Screw it, I've got plenty of keyboard space, I'll add F as grapple :P
tacecapS
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Super interesting! This is definitely a one-of-one concept in this jam. I'd maybe like some more game-y tools for the player to help them dial in on the correct location (maybe marking on the slider where the previous run was sent from). Otherwise enjoyed it and got to the end (the debug mode was fun!)
Thank you for playing! In a late pre-release version of Piston Vault, the first corridor was 2 whole tiles narrower, it was a real thread-the-needle (my playtesters were not happy with the jump between the two first pistons lol). And colouring some parts of the tutorial text is a great idea, thanks!
The dash should definitely become available if you hit an enemy with it for quick chaining. My gut feeling is that a standard cooldown might be a little annoying to keep track of, so maybe the dash could become available if you touch the ground? So if you miss an enemy with the dash, you have to land for a second, ending your combo, or steer into another enemy without a dash.
The most fun part of the dive for me was the horizontal burst of speed when hitting an enemy, so perhaps a third button besides left/right steering to perform a horizontal dash like that could be fun? It would make it easier to hit enemies, and with that, maybe an enemy hit combo system could be feasible.
Cute story, but I was a bit distracted by the art direction. Sprites are clearly procured from many different sources and don't share an artstyle (or even consistent pixel scaling). I appreciate your design document, though! Many jammers are way too busy to properly think their game through like that.






