After reading the first feedback, it's clear that the jump has a little problem (not that one related to the physics): it is "not that sensitive". I think this means that when the player makes a series of jumps it's hard to press SPACE right after the landing.
If i press SPACE just one frame before landing I don't deserve to be punished :(
I talked about this issue right before the demo was released with @stefanofossati
Possible fixes to this problem:
make the game receive the jump input after AND before the landing (this is called jump input buffering).
make the jump possibile also outside the platform (coyote time)
These things should make the avatar more responsive and under control.
After reading the first feedback, it's clear that the jump has a little problem (not that one related to the physics): it is "not that sensitive". I think this means that when the player makes a series of jumps it's hard to press SPACE right after the landing.
If i press SPACE just one frame before landing I don't deserve to be punished :(
I talked about this issue right before the demo was released with @stefanofossati Possible fixes to this problem:
These things should make the avatar more responsive and under control.