Spielerando

Wading through mud or swamp should weigh down the jump, gradually

A swamp that either lets you jump normally or locks you in place feels flat. Players want to feel the ground pulling at them the deeper they wade, and to find a way out at the end. Here is a smooth scale from shallow to stuck, and the one number people forget.

Why this works

Resistance should follow how much of the body is stuck, because a puddle for a giant is a trap for a child. Letting the jump weaken smoothly with that share, and fail only when almost buried, makes the swamp readable and fair.

When not to use it

Wrong if the swamp should be a hard barrier or a pure obstacle to be crossed by a bridge. A gradual effect there only creates doubt. Use a clear wall of danger, or make the mud deadly instead of slowing.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 3 common mistakes and the fix
  • 23 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 "Wading through mud or swamp should weigh down the jump, gradually" (read_entry jump-height-in-mud-by-wading-depth) 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