- 01Read landing and ceiling
- 02Choose takeoff
- 03Hold or release early
- 04Observe and adjust
Variable-height jumping
Holding or releasing jump changes its height. One takeoff can clear a high ledge or avoid a low ceiling through continued input.
The player's decision
Release now to avoid the ceiling or keep rising to reach a farther landing?
Original scenario
Original setup: two equal-width gaps, one below a low ceiling. Holding clears a tall ledge but hits the ceiling, requiring two timings in one room.
Start with this prototype
Build one jump room with a low ceiling and a high ledge. Support hold/release on keys and touch, show the last trajectory, and reset falls immediately. Reach the exit; omit enemies and moving platforms.
Change one variable
Vary release gravity and compare whether short and held jumps remain clearly distinct.
What to observe in a playtest
Can a newcomer intentionally make low and high jumps? Are heights consistent at 30 and 60 fps?
Take the full design card
Includes rules, scope, tuning questions and sources for further planning. It does not create a project automatically.
Original analysis · version 1
Common pitfall
Treating touch as a click loses release timing. Track held state and clear it on lost focus.
Observations and sources
Cases refer to public documentation. Developers and community wikis are credited separately; document review is not a claim of hands-on testing.
- Super Mario Maker for Nintendo 3DS
The official manual explicitly links holding jump to greater height.
- Celeste
The developer describes held-jump apex gravity and forgiveness beyond a single velocity setting.
Brief for the studio
Opens the AI studio with the brief below in the input. You can edit it. Nothing starts automatically.
Build one jump room with a low ceiling and a high ledge. Support hold/release on keys and touch, show the last trajectory, and reset falls immediately. Reach the exit; omit enemies and moving platforms.
Covers are original AI-generated style illustrations. Game names reference publicly visible design choices and remain the property of their owners. This atlas does not supply screenshots or assets from those games. Prompts and combinations are original drafts for new games.