Thanks for the feedback! In general, I'm planning a pass for all physics behaviors and overall platforming soon enough, as part of the 4th ecosystem probably, but let's see if I can shed some light on the issues you pointed out:
- Ceiling hover: This actually already happens, but the maximum jump time is really quite short (0.25s). You can test out the difference on a really low ceiling, but it's very small. Much of the "highest jump" duration is simply due to the speed not getting reduced artificially, which gives it an extra bit of arc while physics runs its course. In the presence of a ceiling, Flora's upwards velocity is effectively 0, so as soon as the jump time is up and physics takes over, she falls. I don't see a practical issue with it currently, but it may change as I explore more responsive alternatives.
- Drop speed cap: This is a fairly arbitrary choice. Drop speed cap would make falling much more controllable, but in exchange Flora would be even more floaty than she is currently. There's a lot more that goes into this than you would guess: size, drag, camera behaviors, gravity and much more all play a part. It's on my list of things to try out, we'll see how it goes when I get around to it.
- Edge grace: Has been pointed out before, and I'm still opposed to it. a big part of why flora seems to "slip" off edges is because the running animation is a placeholder and her feet aren't aligned to anything. New animations will help. Outside of that, there's nothing I will do; if you wait for the very last moment before jumping, that's either a personal choice or an especially hard platforming challenge: both of which are fine and need not get corrected.
- Spikes: Yup, there's a lot of em lol. Most certainly the amount will get reduced as I implement new and more interesting hazards. The "warp" mechanic isn't a 1-hit-kill, it deals some damage and warps you back to the previous checkpoint; by comparison, dying reloads the room. The difference will become more meaningful once the rest of the systems are added. These kind of warping hazards are essential to create challenges that can't simply be endured through, but there's currently no other hazard so I can see why they can get so annoying.
- Warp time: I get the feeling that this feels bothersome simply because every hazard warps you. The warp time, other than allowing animations and fades to play out, is a useful break in the pacing, effectively forcing some degree of "rethink your strategy". The longer the delay, the more effective it is, but also more frustrating. Again, this is an arbitrary decision, and I think the warp animation will probably end up being what determines it.
Thanks again for taking the time to post your feedback, it's super useful and always a pleasure to hear! The game is currently in its infancy, so a lot of systems are missing or lacking, and getting this feedback helps me understand what's going right and what isn't.
Cheers <3