Coyote time, platforming mechanics:


Since this game has platforming mechanics, this devlog posts some of the more subtle mechanics present that are designed to improve quality-of-life:

  • players can jump a few frames after running off the edge
  • gravity is lower near the top of a jump, allowing players more time at the top of their jump
  • jumps can be buffered a few frames before landing
  • players can reverse direction upon landing without having to overcome their existing horizontal velocity
  • players move faster left/right while at the top of their jump
  • players just missing a jump, are able to climb up a corner if they hold into the edge
  • each character has a jump of fixed height so that releasing the jump button before a midair jump doesn't reduce jump height  
  • characters don't change the direction they are facing, while airborne to allow easier attacking while jumping
  • holding towards a wall while falling will slow the fall 

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