Thanks.
Also: I already rated all web-based games (including yours, which I played through and enjoyed), I am just too lazy to write 80~ comments when I either have nothing much to say or if it had already been said by other commenters :D
Well, when I play stuff with a keyboard, I would expect dashes to be on SHIFT. But since the dash is also the only way to jump, making it SPACE would also be fine I think. I am not sure about about the bounce mode, since it is unique and you have to hold it - So I would most likely put that on SHIFT and jump with SPACE.
But then again, making them editable and/or using a controller might be the best solution (especially, if you plan on adding more mechanics)
Thanks for the feedback. Originally I wanted to add some difficulty settings, but it got kind of late :D
Maybe instead of only adding harder modes, I could add one, where they only use like 2 dances (all using the same one sounds a little too easy, but I might try it, if I ever come back to this project).
I think I get what you were going for, but the way it is now, I don't think this makes for a fun experience. It is basically just a memory game where you add a random input at the end and hope it is correct. I would compare this to a very long "pick-a-pipe" Mario-Maker level. (Unless I missed some obvious hints)
There is a bit of tactics/gameplay once the sequence gets somewhat long and the previous path blocks many areas/tiles you could pick, but I feel like there needs to be a bit more (maybe hint a few tiles you will have to traverse when the level loads or similar).
Other than that I thought that the grid was clear enough to make remembering the path manageable and the character respawns quickly enough, that it didn't get too painful to restart (but just barely).
I enjoyed the game.
Took me a minute to understand how, but it is definitely possible to triangulate the treasure using the audio cues alone. The different objects in the water helped out quite a bit with figuring that out.
Maybe there should be a bonus for harder missions, since atm it seems like the best way to play is just to repeat the easiest mission (unless I missed something).
I like "programmer-puzzle"-style games, but this really didn't seem to fit the theme. Also, since the "program-area" is so small, it makes more sense to add controls during the level instead of planning them ahead, which leads to this essentially just being a game with weird controls (instead of it making use of the unique gameplay feature).
I like the idea, that you heal whenever you parry. Could make for a fun game mechanic, once refined.
But the enemies need an indicator for when they are hit. I am still unsure if I am just missing most of my slashes, or if the enemies have 3-5 hit points.
Bonus points for the volume slider, but please don't reset it between attempts :D
I like the idea, but I never managed to connect more than two of those wires. The other wire(s) tend to only stick to your hand and can't be connected/let go. I also feel like playing this game with only one hand would be more interesting, because currently you can just hold the flash-light in one hand and turn around whenever.
Bonus points for audio settings in a web game :D (seriously don't know why they are so rare)
Took me a minute to figure out how exactly the grappling hook worked, but after that I really enjoyed swinging around. And I really like how dodging using recoil and double jumps feels.
Got 25,675 points after my 3rd attempt.
I feel like there needs to be a reason to play "inside the stage", because swinging up and down on either side just seemed like the best option atm (both for points and not losing the damage amplifier).
Looking forward to future updates :)