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(+1)

Ack yea the pipe section level was originally designed with koopas in mind (same with the path to tetris) to make it more interesting but ran outa time to add them (will put them in after jam though). And thanks for the Interesting notes on the character controller. I'll think about that when messing around with the wall jump variables, I haven't made a character controller in godot yet so I was using the is_on_floor() I'll have to dig into how it works more to see why you can double sometimes I noticed that too. I was doing my own check in Unity that always worked so I will probably need to setup a godot one too