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Yeah, I plan on adding a Double-Tap function.
That's a good idea.
Also a good idea. I'll consider both of these when working on Combat Tweaks.
(2)
Would it be possible to implement some gamey skill based additional mechanics to this dodge also? For example having the dodge act as a parry, where the dodge is only active for a shortened time but the duration of i-frames is extended if you "take damage" and actually dodge through an enemy or hostile projectile in that time frame. doing so also reduces the cooldown letting you dodge again earlier rather than a wiffed dodge just thrown out (or refunds part of the mana consumption?).
(1)
The Directional Velocity of the Player is entirely up to the User/Server Owner. If you find that the velocity applied isn't balanced to you, then you're free to go ahead and change it.
Or do you mean canceling a Dodge State when running into a wall or coming to an abrupt stop? Or perhaps requiring a certain velocity in order to activate a Dodge? Yeah, I can do that in the next update.
This, however, is just a small project about the mere concept of Dodging.