A heavy backpack should make the jump lower, and too heavy no jump
Carrying more should feel heavier in the legs. The obvious fix, shaving some percent off the jump, shrinks the height far more than the player expects and makes small loads feel broken. Here is how to turn weight into a believable jump, and where jumping should stop altogether.
Why this works
Players feel a jump by its height, so that is what the load should change. Thinking in height makes the cost easy to explain, each extra bit of weight costs the same, and a floor under the height tells the player clearly when it is simply too heavy.
When not to use it
Don't add it when inventory is just a collection and carrying carries no stakes; a hidden penalty confuses people. And leave it out where weight is already handled by speed or noise. One clear cost per resource is enough.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- 18 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 heavy backpack should make the jump lower, and too heavy no jump" (read_entry heavy-backpack-lowers-jump-height) 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