Spielerando

Wall sliding feels slippery and the wall jump is missed by a hair

Players slide down a wall and tap away just before jumping, and the game has already let go. A slide that clings for a heartbeat and forgives late jumps feels right. Here is how long to cling and when to slow the fall.

Why this works

Players let go of a wall a little before they press jump, to get ready for the kick. A short memory of the wall bridges that gap, so the game answers what the player meant at that moment, not just what they touched at that instant.

When not to use it

Skip it in a game where walls are meant to be dangerous or slippery, or where the point is to commit fully to each jump. A forgiving memory there makes reckless play safe. Make the wall plainly sticky or plainly deadly and keep the rule clear.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 3 common mistakes and the fix
  • 41 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 "Wall sliding feels slippery and the wall jump is missed by a hair" (read_entry wall-slide-sticks-a-moment-after-letting-go) 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