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Oh true, I haven't really. It was a 48 hour jam game so no time for such things. Everything movement wise should be synced to framerate but there can indeed be a slip up there somewhere.

I wouldn't really consider myself a new developer, been programming since the early 90s.

I've just switched to a different computer and it seems that the problem isn't timing, but the game having jumps that depend on a too infrequently occurring collision glitch boosting it.