The axeclimbing looks like it would be a good argument against singlewall walljumps ;_;
It also
is single walljumps, though. :^P
And yes, you can't gain height on one wall with just walljump.
E: Walljumping looks like it's faster than normal jumps tho; that could be interesting if there's sufficiently many platforms everywhere
Wall jump is the fastest type of forward movement in the prototype, yep.
Since you'd care about this kind of thing and she's designed around movement, currently it's set up like this:
On the ground she can run at up to 12px/frame, or dash at up to 20px/frame.
In the air, if you steer her you can accelerate her up to moving 10px/frame. If you are already moving faster than that you will not lose speed, but if you drop below 10 then you can't accelerate above 10 again. Jumping preserves your forward momentum, so if you dash jump you can move at 20 until you change direction, but if you jump standing still you can only accelerate up to 10.
Axe hang jump releases her at less than 10px/frame, so jumping off the axe is as slow as jumping from neutral.
Walljump puts her at 24px/frame so as long as you don't change direction that's the fastest she can go (120% of dash speed).
Jumping from slopes will affect your jump arc/speed positively or negatively a moderate amount, but will never result in you jumping with backward velocity when facing up a slope because that's annoying in Sonic.
Landing from a jump cuts your horizontal velocity in half, doesn't allow you to accelerate for 4f, and applies friction during those frames.
This means repeated hops is always slower than just dashing, but if a walljump travels for longer than 20 frames it is faster overall...and since she has barely reached the peak of her jump in 20 frames, walljumping is generally faster.
One of the above posts from Mike says that there will be no instant death pits or anything like that, but will there be hazards during platforming that can harm you (ie subtract hp etc.), or are enemy combat sequences the only place where the player can die or be harmed?
There will be hazards, and hazards can eventually kill you, but we're trying to avoid anything where you just straight up die for entering an area.
There will probably not be hazards in the prototype, though.
(Questions are fine!)
So Mike said that in VP there were some mages that did all the same things.
All mages were capable of exactly the same things.
So characters are going to be all unique in a certain way with no palette swaps, right? Right?
Playable characters? Yessir, no skimping here. (Unless they have to be twins for plot reasons or something, I'd guess.)