Introducing a new mechanic: the Spin Dodge. Once unlocked with a decryptor, the Spin Dodge allows Oracle to dodge in one of 8 directions. The dodge contains a reasonable amount of invincibility frames that can be used to cross obstacles without taking damage. It has obvious use in combat as a defensive move as well.
The dodge doubles as a mobility upgrade, as dodging upwards allows Oracle to reach heights she couldn’t get by jumping. Only one can be done in mid-air before touching the ground however, can’t just go flying anywhere.
While the introduction of the spin dodge was just created recently, the maneuver itself was actually implemented very early on in development. This was done so levels could be built with the spin dodge’s added mobility in mind. Early areas may be accessed before acquiring this ability, but that doesn’t mean the player won’t return to those areas after getting it. Rooms should be interesting to traverse no matter what abilities the player has at the time.
Notably absent is any kind of “stamina meter” that’s drained by the Spin Dodge. While this meter is common in games for mechanics like this, I have a personal hatred for when actions that feel like a natural extension of the player character are arbitrarily limited. Nothing feels worse than pressing a button but the player character doesn’t respond. The move is still sensibly balanced however, just without taking control away from the player. Invincibility frames do not last for the entire move, and there’s a brief period at the end where Oracle can barely move. I also made sure that repeatedly dodging in a straight line is assuredly not faster than just running. In this kind of game players will surely be searching for the fastest way to get around. If the way to do that is to dodge a lot, players will do it, despite how silly it would be. The most optimal way to play should also be the most fun.