Hold down to fall faster, without spoiling the jump arc
Players love to drop quickly onto a target. But a fast-fall key that works too early chops the jump short, and a hard speed limit makes the character jerk the moment the key is released. Here is a fall that speeds up and eases back cleanly.
Why this works
A jump is a promise made at take-off, so choices after it should change only what is still open. Fast falling is allowed once the rise is over, because by then the player is deciding where to land, not how high to go.
When not to use it
Skip it in a floaty or underwater game, or one where the fall is a thing to watch and enjoy. Also skip it where you already use down for something else in the air, such as a ground pound; two meanings on one key cause mistakes.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- 16 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 "Hold down to fall faster, without spoiling the jump arc" (read_entry fast-fall-with-terminal-speed) 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