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but i wonder that you have problems with the jumps and not with the "jumps from cliffs" which feels like that you weigh 1 ton and you get highspeed falling, but the landing is smooth like a feather :D
other points: we are at start off early access(mostly called "phase in which features/stuff be added in the game"), things like animations/sounds/music are polishing things and i would guess they wont be integrated until the last 2-3 month before release (after the balancing phase), which i would guess is end of this year or next year, so i would think they have already planned it, if you look/compare with other things in the game which are detailed
The thing about the doors is that I have to run up all the way to know if I can use it or not. Mostly, I have no problems with rocks that cannot be harvested because I have realised how the rocks that cannot be picked up have different models, so I can identify them from afar without walking all the way up to them.
But for doors, they all look the same, like all the houses can be entered, so I have to walk up to them to know if I can use the door or not. Multiply that a couple of times for every unuseable door, and that's where it starts to get annoying.
A huge indicator over a wide range probably won't be that amazing, I agree... Maybe put the sparkle effect over the doors that can be used? (the sparkling effect for items that can be picked up)
Hmm, personally I do not find the highspeed falling to be too big of an issue, I found it quite funny. But might be good to tweak it a little in the end build too.
And yep, I am fully aware that this is early access, just wanted put aspects of the animation and stuff in because as a programmer myself, I know how easy it is to overlook the smaller details in the long run (I am rather guilty of this, woops..) Anyway, I'm appreciating the game so far, really love the crafting system by the way. :)