For example when you first get the dash. You have to jump, dash, switch, jump, dash in quick succession to clear a spike pit. The player isn't really given an opportunity to play around with the ability prior to this, so it feels far too demanding imo
Viewing post in Dashing Switcheroo jam comments
Apparently I didn't get it right once again. I'd made a platformer for a previous game jam and there I left basically no room to even try the abilites. Here, I just left too little room for trial and error. The only room I inteded to leave was the first two spike pit clears, as they should demand nothing but a bit of momentum and the dash, but I should've left more. Next time I'll try to introduce new abilities slower. Thank you so much for your feedback!