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But you might want to add some additional tricks that can be made with charged shots to reach higher/farther places without boost. Obviously it's too slow to be used anywhere except Pathfinder mode, but I think it could be worth mentionning:
1. You can use a blue shot to extend a vertical or horizontal wallrun;
2. You can use a blue shot while holding onto a wall to gain some extra height;
3. It's possible to rocket jump off a wall and hold back onto it with minimal vertical/horizontal loss. I think it's possible to do this 2-4 times on the same wall at most, since every new walljump on a same wall seems to push you farther away.
By combining these, most levels can be completed using 0 boost (assuming you're not restarting each time you fail :p ).
And there was a time where I was planning on you being able to buffer the charge while falling and sliding... but that got replaced with the "no directional input" dash instead... and that's probably for the better, as you would be able to do some crazy stuff if you were to be able to charge a free dash while falling/sliding... but that is only one of many similar things. The charge dash is not that useful in the current state, there MIGHT be some really really rare cases, but it is more like remnant of some idea that got discarded.
It should also be noted that even though it costs less energy if it gets charged, it still adds the full energy cost to the pathfinder "score".
I'm actually going to remove the current "Double/Triple Boost" stuff since it's basically just a half-baked version of what was actually happening (I misinterpreted the combos that I'd seen in videos). I'll replace it soon with a video/text demonstrating how to do this stuff correctly.
I'm still a little confused about holding wasd/not holding wasd, since I may have misinterpreted it before. Do you let go of keys at initial launch time, while aerial, or both? I can't mess with it at the moment, otherwise I'd just go check myself.
Thanks for all of your advice and clarification! It's very helpful, and without you guys I wouldn't have gotten to this point in the first place.
As to why pressing forward affects your jumps, think about it from a momentum perspective. Running forward gives you extra momentum for a longer jump. However, holding forward during your jump gives you extra forward momentum at the cost of less vertical momentum.