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(1 edit)

Thanks for explaining! I totally understand what you're saying now. If I'd just spawned the player in the button room, I think that would have solved everything lol. The parry makes sense too, that would have been a good idea.

The jump feedback is helpful. If the main issue is the way it's presented, then I think it could easliy be fixed with a small animation at the peak of the jump, like the frog shaking it's legs like it's trying to fly, or something similar. But, obviously, every dev has their own preference when making their platformer controllers. I'll definitely experiment a lot more with how jumps work later down the line. 

Thanks for taking the time to provide some really insightful criticism! I'm sure you understand how useful it is.