Tap for a short hop, hold for a high jump
Letting go early should make a lower jump, yet most first attempts feel like hitting an invisible ceiling or make small jumps feel mushy. Here is the moment and the way to cut the jump so it feels natural, with numbers to start from.
Why this works
The player decides the jump with the finger, not before it. Letting go is the signal for "enough", so the rise must be able to end at any moment. Cutting the speed once keeps one clear answer to each release instead of a muddy mix.
When not to use it
Skip it when every jump should be the same height, such as in a rhythm game, an auto-runner or a puzzle with exact distances. There a variable jump only adds mistakes the player did not intend. Use one fixed jump and make the level carry the variety.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- 30 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 "Tap for a short hop, hold for a high jump" (read_entry short-hop-by-cutting-upward-speed-once) 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