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[-] VindictiveJudge@lemmy.world 8 points 9 months ago

I mean, isn't this really just dependent on what kind of game you're making?

[-] themusicman@lemmy.world 2 points 9 months ago* (last edited 9 months ago)

Well, it wouldn't make any sense in Candy Crush, but otherwise... I can't think of a genre with jumping that couldn't benefit from some kind of double jumping

[-] Wumbologist@lemmy.world 8 points 9 months ago

My version of this is the dodge roll, I just think they look so dumb. Especially with characters wearing heavy armor or backpacks, or when you have to chain multiple rolls back to back. I just can't help but think of that video of Solaire cosplayer rolling around people at comicon

I much prefer the look of the sidestep from Bloodborne

[-] Wumbologist@lemmy.world 4 points 9 months ago

https://aftermath.site/i-hate-double-jump

Here's the counter article, both are pretty fun reads

[-] Marsupial@quokk.au 7 points 9 months ago

In real life, when something’s out of reach, you might say, “Oh, I wish I could fly, or were dating someone tall, or had purchased a bigger ladder”-- you don’t say, “I wish I could hop, and then hop again the same distance,” unless you are cursed with a modest imagination or low self-esteem. Want more for yourself than being able to jump twice. You deserve it.

Flawless logic, I’m sold on team anti-double jump.

Another convo on this topic

https://www.rockpapershotgun.com/whats-better-double-jumping-or-limitless-inventory-capacity

It's a bit different since Rock Paper Shotgun is comparing it versus asking if it's good or not. But still great talking points in the comments.

[-] GrammatonCleric@lemmy.world 1 points 9 months ago

Good article that is well-written, interesting and uncensored. 👏

this post was submitted on 23 Nov 2023
29 points (83.7% liked)

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