Spielerando

A jump that charges while the button is held and launches on release

Charge jumps seem to need only a timer, yet players get a launch that feels uneven: the first half of the hold barely matters, the last half is huge. The fix is in how hold time becomes a take-off speed, plus a few ways the charge gets lost.

Why this works

What the player feels is how high they get, not how fast they leave the ground, and height grows faster than speed. So the hold should be turned into height evenly, or the first stretch of waiting buys almost nothing.

When not to use it

Skip it in fast games where every pause costs the player, or where a charge can be interrupted all the time. Waiting before each jump slows the flow. Use a tap-and-hold jump that is ready at once, or let the charge happen in the air.

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
  • 31 lines of example code with 4 checks that pass
  • How your AI shows you that it works

Say this to your AI

Use the Spielerando entry "A jump that charges while the button is held and launches on release" (read_entry charge-jump-height-grows-with-hold-time) 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