@"Ace Dragon" Perhaps one idea to consider is to replace the full braking mechanic with one that allows the player to apply a single impulse to the disk (in the opposite direction of movement) to slow it down a bit while he is in the air (with it becoming unavailable until he jumps again). This would make tricky jumps require a little bit of skill as opposed to braking all the time and doing baby steps to the next platform.
....Good idea....Yes,...I try to make it....better for the momentum of the game....stop/brake disc I'll leave just for looking around ( idle and rest )?....probably will need to save the player's last position on the platform from which the last time he jumped ( but probably not on every...platforms save slots )....because jumping will be harder.
@Megalomaniak Yes,...I don't want to make the Disc a shot...so the only way to avoid laser/plasma missiles? is a shield and fast movement..more precisely fast jumping......These flying bots/drons are just an obstacle and not something the player will fight....that's the idea.
Thanks guys for the support , follow my project and help.
P.S. ....now I'm working and brainstorming of the platform obstacles/traps and their mechanics.