The 1st hover needed to be frame perfect it feels. Why not just make a tile in your tileset that's a half sized black block and draw smaller collision so it's a little lower platform. Wall jumping might feel more natural if we can jump right before being on the wall?
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Thanks for playing my game and leaving feedback, I really appreciate it.
If you hold jump with the hover ability you should hover at max height. Even so, you are totally right, no reason to have such tight tolerance. Asking for frustration, confirmed with your feedback :).
Wall jump is consistently mentioned as too tough. Today you do have 4 frames to hit jump early, but that is early from an "is_on_wall()" returning true. I can make that window larger but I suspect when players are early and trying to change direction this may never occur. I may have to play with a second hitbox and collision layers to tune it further if that is the case. My player has a pixel of overlap on the sides so this probably exaggerates the issue with poor visual feedback. Please let me know if this doesn't align with your experience.
Getting your feedback is awesome and I will definitely be tuning these mechanics up to feel better.
Thanks again!