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The game is very well polished, i loved the art, sound effects and background music. The level design is nice and the abilities were meaningful and added to exploration quite a lot. I finished the game with 39 deaths. I like the idea of challenging the player with the controls, and I did found it very rewarding when I successfully passed a difficult room. But I did find myself raging when having to use double jump; it's just not intuitive. I think changing double jump to "up forward X" instead of "down forward X" would already make it so much better. Also, I found the charging ability that shoots you back a bit kinda peculiar. Most of the times it triggered were when I just finished a sequence and accidentally held the X button for too long, knocking me back to my death. I'd say increasing the charging timer would give more breathing room and help avoid these accidental knockbacks while still pushing the player to actually get better, but that's my own opinion. I really dig all the player and red orb animations and the challenge added to the game with just platforming elements. It helps a lot that you respawn at the door you entered the room from, makes retrying easier. All in all, amazing work! Keep it up!

You're the secound person to recommend changing the inputs for double jump so I feel its probably a good idea to make that change in a future update. Luckily I have all the code for that commented out so it will be a quick fix. The charge power up is a bit of a remnant from when I had enemies planned, that was going to be your attack and you could also use it for platforming/sequence breaks. Adding a longer charge time sounds like a good idea, I had it set so that the charge time was the same as the time it takes to double jump, allowing the player to get an extended jump if they charged it while double jumping. I never considered that it may lead to annoyance with it procing unexpectedly, I will try to adjust it to make it more consistent/purposeful,  thanks for all the feed back.