An alternative that's also being discussed is to have Sonic's double jump ability simply function as a double jump with increased air control. It's been found that the air control is sufficient on its own to allow players to correct their jumps.
While the horizontal thrust does allow for more technical play, one issue with the current builds is that it makes it a bit too easy to overshoot tight platforming on a keyboard. Controllers don't experience this issue as much due to the granularity of control that a stick allows, but key presses unfortunately don't allow for that sort of nuance.
(Note: Shields are buggy in this build)
I like this one a bit less than your previous. It's significantly blander as an ability than and it sort of has the worst of both worlds on the air control - I, personally, can't tell that it's any different, but it is, and that's going to confuse someone. I think the airdash you had before was approaching the right sort of point where it's relatively easy for even a complete idiot like me to get some benefit out of it, but also has a lot of technical room in the long run. Have you considered my suggestion about the airdash going long or high depending on whether you tap or hold the button?
Thanks the for quick feedback. I made a small hotfix to the comet dash which should make the wall jump activate more reliably. Also fixed a bug where you could sometimes get a false positive wall jump from Canarivore poison.
New download here
This is Mega Man X. I like Mega Man X, but I'm not sure I like it being Sonic's ability set.
First, I don't think it really has its own identity. It kind of just feels like Knuckles, but less. It climbs walls, but only a little bit. It goes horizontal distances, but not that much.
Second, Sonic just going forward at a completely flat angle feels really weird, can't put my finger on why.
Third, I don't like how it doesn't help with verticality at all if there's no walls to bounce off.
Fourth, the wall jump doesn't have enough fine control to help with getting onto small platforms. There's a box right the end of GFZ2, next to the pillar with a 1-up on it, that's the right kind of size to show off what I mean - you can't jump onto it normally, you can use the wall jump to get up to the height of its surface but if you then do another Comet Dash you just completely overshoot it, and if you don't then you don't have the air control to actually land on it. This also makes the third wall jump almost completely useless, because now that you've used up your mobility options you can very rarely actually get anywhere after using it. It almost feels like using the ability to what you thought its fullest was is a trap.
Other abilities that give you a burst of speed or distance have this problem of overshooting landings, but this one has it even more than most because after a wall jump, you're guaranteed to be very close to the wall. Of course, that means it's also the most easily fixed, because you know exactly what situation the player's going to be in when they have the problem.
As far as altering it goes, first, I'd change it so you have one Comet Dash, but if you bounce off a wall it refreshes. Second, I'd try and implement some way to cancel out of it early so it's possible to land on platforms that are smaller than the dash distance. And lastly, I'd give this to someone else. I don't think it's a good fit for Sonic. If we weren't putting the Thok on Metal Sonic, it might be decent for him - have the dash use his boost animation instead of his curled animation.