Three jumps in a row, each higher than the one before
Land and jump again at the right moment and the next hop goes higher, up to a big third one. Easy to say, but players keep losing the chain for no visible reason, or get the big jump after standing still. Here is what counts as keeping the rhythm.
Why this works
A rhythm is rewarded when the player keeps it going, so the chain must be judged from the moment of landing, when the next move is chosen. Making the last step of the chain clearly bigger tells the player the skill worked, and a short window keeps it deliberate.
When not to use it
Skip it when levels must work for a jump of one fixed height, or when the character stands in cramped places where a high third jump hits ceilings. Also skip it for players who cannot time quickly; give them a button that does the big jump directly.
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
- 27 lines of example code with 3 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "Three jumps in a row, each higher than the one before" (read_entry chained-jumps-each-higher-than-the-last) 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