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Actually, I also had a question for whoever on the team wants to answer! How did you implement the jump mechanic? Our whole game revolved around us trying to figure out how to implement a decent-feeling jump. Full-jumps are pretty easy, but allowing players to short-hop without ruining the integrity of the full-hop proved to be more difficult than expected. Our best-feeling implementation was a constant upward velocity while the jump button is held (until the jump expires). Your jump was not that, and still felt pretty good, so I'm curious.

Thank you for all the kind words.  I think when you are so deep in a project, it is easy to lose perspective on how others will first interface with you project, so I am glad you enjoyed the experience. 

I'm consistently impressed with the work that our artists and musician/sound designer were able to produce over the course of this project. They really knocked it out of the park in my opinion. 

I agree with you about the collisions, the tilemap collisions can sometimes work in a non-predictable way. I think we have a quick fix that should make it feel much more intuitive. We had some feedback that the player felt "sticky" while moving on the ground.

We also approached that same problem when trying to develop our jumping. The implementation we landed on gave the player a y velocity infusion when initially pressing the jump button. While the jump button is held (up till the max jump time) we reduced the player's gravity (to a constant jump gravity). Part of the reason we settled on this implementation is because we wanted holding the jump to have diminishing returns, so the longer you hold the button, the less effectiveness would come out of it. We had initially tried achieving this effect while constraining the jump velocity directly, but I felt like it was more challenging than just controlling the acceleration (gravity).