Hitting a ceiling mid-jump should drop you, not hang you there
Jump under a low ceiling and the hero sometimes floats along it for a moment, slides sideways stuck to it, or gets shoved down too hard. It comes from what happens to the upward push at the instant of the bump. Here is the small fix that makes the bump feel solid.
Why this works
After a bump, the player expects to fall like anything that hit a roof. Every effect that was making the rise easier must end with the rise, or the leftover gentle pull makes the hero hang in the air as if held by a thread.
When not to use it
Skip it in a game where the ceiling is meant to be sticky or to bounce, such as an ice cave, a trampoline room or a climb along the roof. Then a bump should do something visible of its own, and the rule must say so openly.
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
- 18 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 "Hitting a ceiling mid-jump should drop you, not hang you there" (read_entry head-bump-ceiling-no-hover) 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