Hold jump in the air to glide slowly down, but only for a while
A glide that starts at the wrong moment turns every jump into a float, or stops with a jerk when the energy runs out. The start condition, the braking and the refill rule decide how it feels. Here they are with numbers.
Why this works
A glide is a reward for timing, so it needs a price. A limited supply that returns only on solid ground makes the player choose when to use it, and a gentle slowing, not a sudden stop, makes it read as catching the air.
When not to use it
Skip it if levels rely on exact falls, such as dropping onto a small spot or through a trap shaft, since a glide makes every drop easy. Also skip it where other air moves already do this job; one tool for staying in the air is usually enough.
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
- 26 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 "Hold jump in the air to glide slowly down, but only for a while" (read_entry glide-with-limited-fuel) 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