Thank you Mockgames, you are really encouraging. When I first read your message you actually made my day! The character jumps in full if you really hold the key/button. If you tap it only, you won't make the full jump. The effect is more noticeable when you'll get the high jump though. Thanks for your feedback, I appreciate it alot. I am not a fan of integrated tutorials. I aim at making a game where the player chooses if we wants clear instructions or if he wants to mess around by himself. Its a bit harder to design a game like this but its important to me. I like your suggestion of bouncing with some "ala Sonic" pose for the character lol. I might implement it along the way in some later polishing phase. Thanks again for this precious feedback. I am also deceived that you passed on my thread while the game is still this old version. I worked quite a bit during summer on a new one I hope to post soon. I changed quite alot of things that will influence your opinions up there and maybe change the feel of the game (for the better I hope!!). Amongst other things. I entirely redone the attack system and code making it more fluid, reworked some player collisions and slopes collisions (that are much less janky now). I also had a balancing pass where I made quite a bit of jumps easier, ajusted some ennemies AI and placement. Lastly, the dialogues are just a first draft. So yeah they probably are quite sucky as english a foreign language to me + its a first draft. I will definetely will have a huge text pass at some point. I know you have great dialogue in your game, I might poke you for help or feedback. I trust the high quality standards you are showing through your own project. Oh and congrats again for the kickstarter going well!!