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Depends.

If it's a precision platformer or a platformer with wonky physics, then Coyote Time is usually a positive thing to have otherwise the dude playing runs off into every pit.

Most recent example of that is from one of Vinesauce's streams, he struggled to get 1 of the collectibles because he would always run off the higher platforms because it's a janky platformer with Unity's default physics or something like that. (At 17:42)

Air jumping is only logical if it's in a speed-focused platformer (Sonic and his homing attack for example). Double jumps can make the platformer trivial, so it's a better fit for a game like Sonic where you need to go fast and in turn by taking as little time as possible to beat levels you're indirectly making the game harder. BTW forcing players to be more careful and think before jumping is pretty much against everything that I like with Sonic The Hedgehog. I'm not all that great at the 2D Super Mario Bros games anyways.

Most indie games that use air jumps aren't fast-paced platformers nor even precision platformers, they're traditional platformers like SMB. So I agree in spirit that the inclusion of a double jump is only making those games way worse.