Running up a wall for a moment, once per landing
Running up a wall is a thrilling move that can break a level: climb forever, climb again after every touch, or start from a fall. Here is a version that gives a defined height, kicks you off at the end and cannot be repeated until the feet touch the ground.
Why this works
A move feels powerful when it is short and certain. A climb that starts fast and fades to nothing always gains the same height, so levels can be built around it, and allowing it once per landing stops walls from becoming endless ladders.
When not to use it
Wrong if climbing itself is the main activity; then give the player a real climbing system with grip and rest instead of a timed burst. Also wrong for games with no walls tall enough to matter.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- A diagram of every state
- 41 lines of example code with 3 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "Running up a wall for a moment, once per landing" (read_entry wall-run-limited-climb) 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