ye, I just got started with making games "for real".. I made the controlls from scratch, so they might be quite buggy, chunky and inconsistent.. I tried using rigidbody forces for the initial controlls, but they ended up being annoyingly hard to regulate due to the battery concept. The main idea is that you just have enough energy to get to the nearest charger, so you have to rely on them more.. you had to stay "connected". I agree to that the controlls were bad to say the least, the first playtests I ever held ended well, but that was only because I had bugged the battery, so it never drained.. this lead to the playtester skipping entire levels and glitching through walls. Ye the concept never got far. I am aiming to participate in the upcoming GMTK game jam.. hope to see you there!