A dash in the air that can be used once per jump, in eight directions
Air dashes look easy until a diagonal dash goes further than a straight one, the dash comes back the moment it is used, or the ground refills it in the middle of a dash. Here are the rules for charges, direction and speed that stop each of these.
Why this works
A dash is a single committed burst, so everything about it should be decided at the start: the direction and the cost. Allowing one per time in the air makes the player plan their route, and fixing the direction makes each dash a clear choice.
When not to use it
Skip it when levels have long open air spaces where the dash would let players skip the whole challenge, or when the game is about slow, careful moves. Use a shorter reach or more recharge conditions, or leave the dash out and add other tools.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- A diagram of every state
- 36 lines of example code with 5 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "A dash in the air that can be used once per jump, in eight directions" (read_entry air-dash-charges-refill-rules) in my game. Build it step by step, and show me how you checked that it works.Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP