I separated this discussion from the main thread so we can discuss the dash.

I thought about three options:

1 - Cooldown System
Add a short cooldown between dashes so the player can't spam it. This ensures a short delay before another dash is possible. But how to know when the cooldown is ready?

2 - Stamina System
Give the player a stamina bar that depletes when dashing and refills over time. Players must wait for stamina to recharge before dashing again. This can also be interesting for several other actions.

3 - Limit Consecutive Dashes
Allow only a certain number of dashes before touching the ground. This prevents infinite dashing in the air but still allows fluid movement. This would also prevent flying fighters from being to OP.

Do you have good examples of dash limiters in other games?

Well most other games i played usually have 1 or rarely 2 air dashes before touching the ground (like mega man x, cuphead, hollow knight), tho i think that would be a bit awkward for flying characters to need to go back to the ground to get another dash.
So i think a cooldown system might be more applicable in general. As an example of how to know when the cooldown is ready, hollow knight has a special dash with a cooldown that lasts a few seconds indicated with a particle effect (it's the one where he turns all black)
1742780752_hwdash.gif
A stamina system could be good too, i just think it would need more work behind it and how it would apply to other mechanics, but that's up to you

I’m starting with the simplest yet effective system: touching the ground to restore the dash for jumpers. That alone will stop jumpy characters from endlessly flying around. It’s already playable in the alpha.

The double-tap to dash mechanic was fun in Dragon Ball Devolution, but it really doesn’t work well when you need to move across uneven terrain.

How does dashing work in Hollow Knight?

Edit:
Never mind, I found out on the web: