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I really loved the mechanic where you kept your momentum after dashing. That was super satisfying.

Under normal circumstances, I would criticize the lack of variable jump height, but in this instance, given how the hover works, I could see requiring the player to hold the jump button for a higher jump leading to accidental hovering. (Even more than I already did since I would hold the button instinctively lol) But perhaps adding some leniency to the hover, such as adjusting how many frames the button needs to be held before meter is consumed, would alleviate that. I thought it was an interesting design conundrum.
I did in general find the difficulty scaling pretty good though. While the second-to-last stage felt the hardest to me, the last stage being kind of a mad dash to the end felt really appropriate and satisfying.

Good work!