@grizzliusmaximus Thanks so much for playing and for such detailed feedback!
Yup that checkpoint softlock was something I missed in all my testing and I should really patch out for the entry.. but I'm having too much fun working on the post jam version of the game! :smile:
All criticism of yours is valid and I am absolutely taking it on board for the post jam version.. I'm thinking of changing to a Celeste style death/checkpoint system..
.. and yes the more I replay this, with longer breaks in between, I can see/feel how janky the controls are, especially the jumps, I don't know what it is that's conflicting in the code but the coyote time rarely gets triggered.. but that is all fixed in the new state machine!
Thanks for the offer of support! I really appreciate it, I've already given you a follow on itch (ever hopeful for you lighting devlog).. I have something implemented in the new version already but always looking for different ways at achieving these effects)
Thanks again - for such detailed feedback :heart: