Spielerando

Stop wall-jump climbing by briefly overriding steering, then hand control back smoothly

Spamming the wall-jump towards the same wall can climb forever, and cutting steering completely feels like a trap. Here is a short override of steering that blends back to full control, so the jump leaves the wall but the player still feels in charge.

Why this works

Control that returns in a jolt feels like a glitch, and control that never leaves lets players cheat the wall. Taking steering away briefly, then handing it back a little at a time, makes the push-off clear and the return smooth.

When not to use it

Do not use it in games where players expect full control at every moment, such as precise platformers built on tiny corrections, or when walls are far apart. Let the player steer freely and rely on level design to stop climbing.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 3 common mistakes and the fix
  • 33 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 "Stop wall-jump climbing by briefly overriding steering, then hand control back smoothly" (read_entry wall-jump-input-lock-then-blend-back-control) 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