Thanks a bunch! I noticed during playtesting that movement was a lot less forgiving in practice than it felt to me. Cons of being the dev I s'pose. Losing your attacks in the air was intended, you basically get one in each direction until you hit an enemy, get hurt, or land. That decision was made early on to combat players being able to infinitely fly through levels. In hindsight, maybe a cooldown on each direction would've made for better game feel. Thanks again for playing, I hope to refine my work in future jams!