Looking for a few frame-counters to break a hinged-body climbing game (browser, ~20 min)
2 days ago

I'm building a Jump King-like and I'd like feedback from people who measure jumps in frames rather than in vibes.

The basics are the genre standard: charged jump, direction locked at release, no air control, walls bounce you off.

The difference is the landing. The body is hinged and has a centre of mass, so touching down isn't pass/fail. On bark you keep 45% of your horizontal speed on landing and decelerate at 200 px/s^2, so a full side jump carries you about 22 px with a 32 px body — a strong jump walks your centre of mass off the edge on its own. When it crosses, the bug tips over on a fixed animation and drops. It's telegraphed: you rock on the brink first.

Tolerances on the hardest jumps in the demo are 5 frames out of a 36-frame charge.

Browser, no install, keyboard required, about 20 minutes to the end of the demo (14 screens out of 60):

https://drobovichandrey.itch.io/up-the-great-oak

Two questions at the end, a minute. The one I care about: when you fell, did it feel like your fault or the game's?

No sound yet, art still in progress. The build logs the session anonymously — rooms, falls, timings, nothing about you. It stops working on December 1.

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