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(1 edit) (+1)

Coyote time is the time after walking off a ledge where you can still jump, that doesn't seem to be happening. In fact, the mechanic where you slip off of a ledge is effectively negative coyote time.

Yes, there actually is a coyote time, just a very small one. Changing it now would directly alter the dynamics of many jumps, and a good part of the maps would no longer have their intended flow. I chose to keep it this way in order to create a technical and precise gameplay to master when it comes to jumping, while still providing alternative paths so that less experienced players don’t get stuck in their progression.

Thanks a lot for your feedback, I’ve added it to my list of notes, but for now I don’t plan to change this in the next update.

By the way, what do you think of the new death handling in the game? Does it feel like it addresses the initial frustration for you?

(+1)

Hi, I just tried the web demo of the game. There were many many jumps that didn't happen even though it feels like I pressed the jump at the right time.


After trying the same jump over five times, each time having to go back to try again due to a long fall, I gave up.


So, yeah, coyote time is something to be tweaked here. Maybe it's better to think about it as a coyote distance instead of time. How many pixels away from the edge would it still consider a jump? Also consider that people playing will have a few milliseconds of input delay by the keyboard or gamepad, plus a few milliseconds to the display.


(I wasn't sure if the failed jumps were due to lack of coyote time, or due to "capsule"-shaped bounding box (as opposed to a plain rectangle).)

Thanks for the feedback and for playing my game!
Adjusting the coyote time is on my improvement list. I just need to be careful with this tweak, because several jumps and level passages were designed around the current timing, and I don’t want to accidentally break the intended difficulty curve. But yes, it's planned.