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(+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.