A downward sword strike that bounces you up off whatever it hits
Striking downward onto an enemy or a row of spikes and popping back up is a favourite move. It breaks when one swing bounces many times, when it bounces off the ground, or when the extra jump never comes back. Here are the rules for one clean bounce per swing.
Why this works
The bounce is a reward for hitting something, so it should belong to the swing, not the number of things hit. One bounce per swing keeps chaining a skill the player has to earn target by target instead of a free flight.
When not to use it
Wrong if the hero is meant to fight on the ground and jumping should stay simple. The bounce adds a second job to the jump button. Also leave it out when no enemies are above hazards, since the move would never be used.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- 42 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 downward sword strike that bounces you up off whatever it hits" (read_entry downward-strike-bounce-once) 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