Thanks so much for playing and leaving detailed feedback! I have heard that before where frustration occurs when you know *what* to do but take a couple attempts to actually do it. That can turn from flow state to frustration real fast. Thanks for sharing that it's specifically the jump onto the spring that's taking multiple attempts. I've seen it for in person playtests as well.
Perhaps I could have the spring have a guide kinda built into the visual showing where to jump if you intend to land on it?
I like the idea of pausing to give time to update your strategy once an input is pressed but I'd fear that it would break up the action too much? Maybe as an accessibility setting instead?
I love love love the idea of a charging knight or cavalier! Straight up genius concept since it would make the whole keep traveling once input has been made make way more sense. Thank you so much for that one I'll likely go for that!