Spielerando

Make the top of the jump float a little so landing is easier

A jump that is a perfect arc feels mechanical and makes precise landings hard. Players expect a brief hesitation at the top. Here is where to soften the pull and where it must stay strong, so the jump still feels crisp.

Why this works

The player aims the landing while near the top, when the body is slowest and the eyes have time to judge. A little extra time there gives more time to decide, without making the whole jump slower or higher.

When not to use it

Skip it in games that want a heavy, realistic fall or a fast, hard arcade feel, where floating at the top reads as moon gravity. Also skip it when levels are built on exact timing of enemies, since a longer top changes every gap you already measured.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 3 common mistakes and the fix
  • 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 "Make the top of the jump float a little so landing is easier" (read_entry hang-time-at-the-top-of-a-jump) 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