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(+1)

Thanks for the feedback! the negative timer letting you jump higher is intentional, so that falling down is less frustrating because you get the chance to recover. If you position the player very close over an edge, the groundcheck fails however and that mechanic can be exploited, I assume this is what you've noticed. I'm not entirely sure how to fix it, but I hope I can pull it off in a post-jam update :)

(+1)

Haha true, that’s what I used to jump higher