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(+1)

Thanks! I'm really glad that people like this concept as I do want to develop it further.

Appreciated your input on the final level, level design for a big map is definitely a skill to improve & master here.

I guess another the skill I should learn is time/cost management because I spend an unhealthy amount of effort just to fix Godot physics behaviors and rigging 😂

(+1)

I guess another the skill I should learn is time/cost management because I spend an unhealthy amount of effort just to fix Godot physics behaviors and rigging 😂

Oh, yeah. Godot's physics system can be a bit wonky. Especially with Rigidbody nodes. Did you happen to use Rigidbody2D? I tend to have better luck with trying to do things with CharacterBody2D.

Just for fun, I made a quick prototype of this mechanic with a CharacterBody2D just to see if I could. Might come in handy one day...

(+1)

I did use CharacterBody2D, but there were several issues with the way I want to control the various forces applied to the player. Mostly, how the is_on_floor() flag was very inconsistent sometimes and kept making the bunny bouncy, so I did some workaround to handle that.  

Your example is great! If you were to use it in the future, make sure to separate each source of force (ex: jump boost from jet pack, knockback from weapon, player's movement, gravity, etc..) then add them to body.velocity before calling move_and_slide(). This makes managing each force easier and more precise than modifying velocity directly (learn from my mistake 🥲)