second mechanic, charge jump. if the player presses both left and right buttons, and then holds jump, the player will start charging a higher jump, and when they let go, it will launch the player upwards with 2-3 times the height of a regular jump. if the player starts charging while in the air, it will charge faster, but also increase the player's fall speed until they fall to the ground.
id introduce this mechanic in the same way i introduced the first, first a few slow rooms to show the basics of the ability, before slowly increasing the difficulty as well as variety in the jumps
this mechanic would change the gameplay loop of the level by changing how the core systems of jumping works, allowing for more vertical mobility at the cost of charge time.
the feedback loop (still not sure how this relates to movement) would be that the player uses this mechanic to get higher, before either falling down, dying, or reaching the next part where they have to use it again to get to the next part and so on.
this mechanic would allow for more different ways to make rooms and sections, also it would allow the player to potentially backtrack and get to secret rooms or areas they couldntve accessed without this ability
the limitations of this would be that it can only be used on the ground, preventing the player from infinitely going up, and also longer charge time, to discourage the player from using it every single jump
this mechanic wont have any direct unique synergy (i couldnt think of anything im sorry), but they would work together, to allow the player to get high and then slowly descend downwards using the glide
they would compliment each other's strength (increased vertical movement)
+1200 points (+