i added this ages ago and almost forgot about it
the idea was that you could hit down+jump just as you landed to do a higher jump (4 tiles instead of 3) that goes straight up (no air control until the peak). it gives you another movement option and also emphasizes that lexy is, well, rubber. so she oughta bounce, right
this was inspired by both a game ash worked on but never finished that had a similar move, and at least one castlevania where one of your moves is to launch straight up until you hit a ceiling, which is pretty fuckin cool
unfortunately i decided this was a bad idea about 3 seconds after implementing it. the problem is that it effectively just changes your standard jump height to 4 tiles, except actually jumping that high becomes more annoying. and it is kind of bad for jumping to be annoying in a platformer. it also makes every other lexy specifically worse at jumping, unless i just give them 4-tile jumps, in which case the bounce jump is now not impressive at all. and both of these things have highly inconvenient implications for level design as well.
it also doesn't even feel that cool! some visual effects could help, but jumping ⅓ higher doesn't exactly launch you, so it doesn't feel especially springy either.
however: someone on discord has suggested that i squirrel this behind a held item, which might be a really good idea. then i can also make the jump even higher without fucking the whole game up, since it'll only work in certain places.
(i need more held items anyway; i've put the mechanic kind of front and center, so i better justify it with more than just a cardboard box. i'm a little worried about the "no littering" rule, which means that if you have an item in your inventory, you can't put it down unless you find a place to put it. the cardboard box is an exception because its entire function is to be placed, but the burr takes advantage of this by simply doing nothing. i hope the rule turns out to be more interesting than irritating!)
by the way, the code for this is actually in the demo, and it's not locked behind a treasure or anything; it only happens to not work because of a subtle api change i made some time ago