This is great feedback! Thank you so much for playing. Are you referencing a specific level? I personally found the level in my screenshot here more frustrating than it should have been based on the frustration you're talking about, not allowing a diamond-less player to start a new spirit tether while airborn unless timed just right after collecting a diamond midair. As I've watched play test, I think we just need to change the character's max fall speed so the player has a bigger window to initiate a new tether before landing. Thoughts?
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So I played through again to check and playing those first levels again after mastering the mechanic is SO much fun. You guys did a great job! On my original play through I got stuck on the second to last level but the one in the screenshot also caused me some trouble. To me it felt like the controls were unresponsive. Playing the last level, which is supposed to be a freebie I imagine, still gave me difficulty but I think it illustrated the problem. When you're re-joining (as the orb travels to your spirit) you can't split but during that time I am often hitting J and expecting too. The player loses all control in that time which makes it really hard to chain together tethers. I'd suggest just being instantly teleported to the spirit or being a lot more generous on the time when you can re-tether again. Hope that helps!
Got it. Thank you so much for adding clarity. You've already sparked some ideas for me on how to fix this. We'll definitely play with your idea of having the spirit rejoin instantly instead of having a delay. I also think we might experiment with input buffering so the player pushes J while in the returning state, they immediately starts a new tether when they rejoin. Smash Bros uses input buffering like this and it makes it feel super responsive. I've found it to be a very player-friendly affordance that makes for great design. Thank you again, this is huge!