[Jam Entry] I enjoyed the idea of the movement, some cool puzzles and situations could come from it. Unfortunately I got stuck on the 3rd stage. The running up the ramp was odd - then the jump would fail to fire when pressed a lot of the time.
Not sure if others have mentioned it, but a really awesome thing you can add to make it more snappy and feel like control is in the hands of the player is: - Add a "timer" to the jump key, say 0.2s - if this timer is > 0s and the player == grounded, then jump. - (This will allow players to press the jump key just above the ground, and the jump will instantly fire - removing that feeling of "I pressed jump and nothing happened!")
- Add a "timer" to the "grounded" state, say: - if(grounded) isGroundedTimer = 0.2s; - if(!grounded) isGroundedTimer -= Time.deltaTime (reduce the timer by frame amount); - then if Jump Timer > 0 (button has been pressed), and isGroundedTimer > 0, jump (set both timers to 0/-1 so that the player can't infinitely fly XD)! :P. - (This will allow players to jump just after leaving a surface/edge, a tiny window where the player can still press the jump key and launch - as human reaction speed is not perfect - and if they miss by 0.1s @ an edge, the character falls and dies.
Outside of that, just some more effects for getting hit and responses would be nice :) (you might have already added those in future versions, but I'm rating from the Jam Entry :P.
Nice work!