A good stretch of RUNTIME can become a chain: jump, dash through a crystal, change direction, and catch the next landing. I've been working on making each part of that sequence easier to read while you're moving.
The dash indicator uses a compact pixel meter to distinguish a usable dash from one that's spent or recovering. A crystal refill sends a bright pulse through the meter. If you immediately dash again, that pulse continues around the casing while the cells show the dash you just spent. Fast inputs stay fast, and the refill remains visible. The refill still gives you the same movement opportunity; the feedback helps you notice it.

Current development gameplay at normal speed.
Gravity flips now have a restrained cue when they succeed. Alongside the pixel-art environment work, the aim is to keep the player, platforms, crystals, and hazards readable when several decisions arrive together.
That might mean catching a crystal over a gap, crossing a platform that only appears briefly, or making the next jump as a glitch breaks out of the wall behind you. Checkpoints give you room to learn a difficult section and put the sequence together.
RUNTIME is a precision platformer inside a corrupted computer. Finish the campaign to unlock a timed full-campaign run with checkpoints and a death counter. The separate Time Trial course offers another way to improve your personal best.
I'm also working out what a compact playable demo should include. There's no public demo or demo date to announce yet.
If dash chains, gravity routes, and a computer world that pushes back sound like your kind of challenge, wishlist RUNTIME on Steam.
— Ahren