Thanks for the detailed feedback! I did have options in the pause menu to bring down the music but definitely agree it's too loud by default. There's also a game speed slider there to make it slower, and an option to make it so you always get a good jump automatically. Of course, communicating that those options are there is something the game utterly fails at :) and I had major issues getting ui to actually work on this.
There's what i think is fairly generous input buffering assuming it's actually working properly (my testing suggested it was) with buffer for both early and late presses - 0.25s before landing, and a few frames after landing (any longer on that end made the automatic bouncing feel wrong). Right now your speed and jump height do both increase with higher combo, and you do in fact keep bouncing if you don't combo, but you only get 5 chances (if it's working properly) to restart the combo. I'm still unsure if it was a good design decision or not, very willing to believe it wasn't :)
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Thanks :) honestly I tested the web version again and it seems to run as expected, but I do think the jump timing might not be generous enough. Gravity doesn't change based on anything, though one idea I thought about was having it delay a little longer before kicking in so you can hang out at the top of your jump longer... if that makes sense. or it could go opposite, make it easier when you're low combo. Definitely something to play with! I think I plan to develop this game more when I get a chance.
Cool!
Having a more generous jump arc would be nice! And now that you mentioned it, the gravity does seems to kick in a bit fast, and a bit strong.
Also, I think having just a tiny amount of hitstop on landing would make comboing bounces easier, and make the jump feel a lot more powerfull! Especially if you tie the amount of stop to the current combo value!