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2h 31m 11s logged

I added jumping, but it took way longer than I thought. The plan was to make this high-action, so a simple up and down jump, like in many traditional platformers, would’ve been “restrictive” by putting the player a predefined amount of time in the air. Instead, I implemented variable jumping, where if you release the jump button early, you fall earlier. I drew inspiration from Hollow Knight (a metroidvania), but this was popularized by Super Mario Bros.

Next on my priority list would either be coyote time (giving the player a small window to jump when off the platform) or working on attack hitboxes for the main gameplay loop.

I’ll add actual sprites soon!! I have some concept art, they just need to be animation-ready and blend into the game.

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