Yeah, I'm still tweaking it. Feel free to offer suggestions.
Almost everything is possible, and thanks to transformations you can build your world around whatever physics you want. That being said, I want the default avatar to be flexible and able to function in a wide variety of worlds, since the majority of builders probably are going to build their world around their abilities.
The main goals I am going for in building the default avatar are:
Some reward for skill, but generally unfriendly to world designs that require precision and pixel-perfect timing. The game should be accessible to casual players so I want to discourage building worlds that are impassible without perfect skill. Maximum jump distance should be as such so that a pit is either clearly jumpable or clearly not jumpable at all.
Running around should feel good. Possibly some timing tricks could be used to move a bit faster so that wandering down corridors isn't so boring (sort of like rolling in Zelda, but less stupid). At the same time, they should be more of an exploring character than a platformer. They should not be able to jump too high or too far. (Though there will likely be a common transformation with more Jumpman-friendly physics.)
Fighting abilities should be flexible enough that encountering different enemies will lead to different playstyles depending on the enemy's stats. Some may require you to dodge around and hit them at the right moment, others are basically walls that you need to gauge your stamina to maximize damage without taking hits.
Concerning pit distance, my original plan was to just make one-tile pits the maximum, but I think this makes world designs too inflexible. The current mobility is good, I think - two tiles horizontally, one tile vertically, or one tile up and horizontally (for "ascending stepping stones"). That's just flexible enough to offer variety to world builders, without encouraging excessively tricky jumps. I'm not certain what this means for jumping down though; and as Kamani's first dungeon uses a lot of long downward jumps some of them might not work right.
I recently changed ladders (making it only possibly to climb when you are completely on the ladder tile) which looks and feels more realistic, but will likely break a few things.
Not yet 100% certain on ledge behaviors. Right now there's no "ledge gravity" so you can walk right over the edge of a ledge and still kind of stand there, which looks weird. I might change this too.
Like I said, feel free to offer any suggestions - the combat system is very flexible to the point where you can replicate almost any video game protagonist. (I might test this theory by making a few). I built the current combat around a dash move since this can be used both defensively and offensively, while also giving an ability for motion and crossing pits, but perhaps the execution could be improved.