Open OwenTheBell opened 9 months ago
Scale the jump force with the player's facing relative to the wall. The farther away from the wall they are looking, the greater the jump force
It may feel intuitively better if the jump force is also proportional to the wall running speed (even if totally unrealistic)
The final wall run sequence before the end of the level needs to be tested to ensure it's not easily bypassed.
Maybe the horizontal speed should not start falling off right away. Allow a grace period before it begins decaying.