I'm back :)
I found a bug :(
If you manage to hit the ogre before it can start an attack, a combo as simple as B>B>B will freeze the game. Music and animations will continue to play, but no inputs are registered. On an unrelated note I'm now very good at speedrunning to the ogre room.
Dying and respawning at a checkpoint resets all progress on the map. Unsure if this is intentional or not.
After learning that fast-falling was a thing from the build notes I tried doing it for a bit and didn't notice any significant usable difference from normal falling.
Walljumping feels slightly better, but also feels like it eats my inputs sometimes. I'm pretty sure this is because I'm used to input buffering from games like Celeste rather than being a fault in the new build. In my personal opinion I think input buffering for the walljumps would be a good idea, but I'm also just a random internet person so do whatever feels best to you.
Doing a big lateral walljump in the spot shown below and immediately walljumping off of the wall that you hit causes you to do a really high walljump for some reason. Personally I think this is an excellent mechanic but it still felt like something you might want to know about.
EX moves feel less consistent to pull off. It's debatable whether I've gotten worse at the game or something's actually changed. On the other hand, I'm a big fan of the warptag being usable on any hit of a combo, and it feels easier to do than before.
Now that backflips are consistent my preffered method of travel has become backflipping across the map. Big fan of this change as well.
Hope some of this is helpul! As a side note, since I'm hoping to keep giving feedback for future builds, should I put them as replies to this comment in order to avoid clogging up the comments section?