>>715741030 (OP)
I can't remember in which spiderman game it was but Peter breaks the fourth wall like hes Deadpool in the middle of swinging around to go on a rant about how hes able to double jumps even though it breaks laws of physics. It was cringy and hilarious.
Also I'd choose dashing over double jump and double jumping doesn't increase your forward momentum
I'd say double jump adds more variety and is a very significant power-up. Dash is decent, but turns more into a chore over time if it just becomes a button you hit every second to go faster. Why not just make the character move faster by default and then add an evade button or something?
>>715741172 >>715741221
Oh are we specifically talking about midair dash? In that case double jump. But having a dash in general is much, much better for the flow of combat and the speed of the game than a double jump with no dash whatsoever. Which is why dash became pretty much mandatory and double jump typically remains a gatekeeping power-up outside of platforming-over-action games that center around (usually conditional) midair jumping
>>715741949 >Oh are we specifically talking about midair dash?
OP posted an image of the first Mega Man X, which didn't even have midair dash, so I'd assume it's normal ground dashing.
>>715742953
Depends on how it's implemented.
Sometimes wall jumps are as boring as ill applied that you could have just climbed a ladder for the same result.
If its done well its sublime.
>>715744365
Other methods of controlling your momentum and direction. I'm a fan of skillshots that can be used midair, like hookshots or whips to grab onto things midair. Gliding or flying movement in certain circumstances can be cool too.