no worries, im sorry i couldn't help!! i'll take a look sometime at common reasons for that, because that happened occasionally on some godot games I played, but I never figured out why...
Bucklerparry
Creator of
Recent community posts
a map is mayyybe, if something like that is implemented it won't quite be as straightforward as a usual map i imagine.. with regards to menu character that's planned! I drew a few variants and then ran out of steam when I realized I wasn't sure how to make the character grow and also fit them into the ui without covering stuff up... I might make a new version of the menu character that's a bit smaller
the idea with it is that the jumps would be very dependant on committing to a chosen setup, that starts falling apart if you try to slight adjust repeatedly. I like the feeling that emerges in some parts of the platforming of having to fight muscle memory to do certain jumps, like trying to stay still to bounce straight up, or doing a slight tap jump to avoid hitting a ceiling and THEN having to hold to bounce up into a door, I think it's kinda cool. Perhaps it could be toned down a bit on bounces, I wonder if I could... there could be something like it starts just a vertical boost, and with repeated bounces the bounce affects your horizontal velocity more and more.

