Thanks! We worked pretty hard to make the whole I’ve physics thing work. I know I was a little worried at the start, but once we figured out the dash breaking thing it really started coming together.
And you’re totally right about the no input dash thing. I actually noticed it fairly early on, truth be told the only reason it doesn’t work the way you describe is because I couldn’t figure out how to code it in. It’s something I want to fit in the big post-jam cleanup update, but it’ll likely require refactoring all of the dash code and therefore a lot of tinkering to make it feel the same. It’ll be worth it in the end, but it was beyond the scope of the jam for something that was ultimately very easily played around, ya know?
EDIT: So, your comment inspired me to go back into the code, and I managed to fix the dash issue while keeping the speed of the dash the same. Unfortunately I can’t upload the build this very instant because of the jam lockout, but just know that as soon as the voting period ends the new build will have the dash work based on the direction the character is pointing (and therefore not have the no speed dash issue). The solution Godot has built-in actually made the fix really easy and meant that I didn’t need to change anything else in order to keep all the numbers the same. It really shows how much I’ve learned over the course of this jam that this issue that was causing me much pain and grief back when I started was a 10 minute fix now, it’s both encouraging and annoying at the same time.
