Spielerando

Jumping out of a slide should carry the speed, but not chain forever

A slide that turns into a jump is a satisfying way to cross open country, until players learn to repeat it and out-run everything, or the jump comes out as if no slide had happened. Here is what the jump should inherit, when a slide is too slow to count, and the pause that stops the exploit.

Why this works

Momentum is something the player earned, so the jump should carry what is left of the slide, not what it started with and not nothing. A small reward keeps the move worth learning, and a pause before the next slide stops the reward from feeding itself.

When not to use it

Do not use it in a slow, careful game or a puzzle platformer, where speed is not the fun part and a fast chain would only break your level layout. There, make sliding a way to pass under things, not a way to gain speed.

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 6 checks that pass
  • How your AI shows you that it works

Say this to your AI

Use the Spielerando entry "Jumping out of a slide should carry the speed, but not chain forever" (read_entry jump-out-of-a-slide-keeps-momentum) 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