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Thank you for the detailed feedback! It means a lot to me that you think it's so well done - I wasn't really feeling all that good about it during development, so it really lifted my spirits.

Regarding point #4, why do you think the movement would feel better if it were acceleration-based? I don't think most precision platformers do that (or if they do, the acceleration is incredibly quick). I'm reusing a character controller I wrote myself, so I could easily turn on the acceleration, but I thought it would be better without it.

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Hmm, I think you're right that it's maybe a quick acceleration and deceleration. And I think also more limited acceleration once the player is in the air. Let me check a couple games and get back to you.

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Ok, I went and did some research:

1. Mario Bros 3 (not really a precision platform, but anyway..)

  • acceleration/deceleration
  • inertia in air is maintained when you let go of the button

2. Super Meat Boy

  • very small acceleration, immediate stop on ground when you stop pressing the button
  • inertia in air is also maintained

3. Celeste

  • seemingly no acceleration or deceleration
  • inertia in air stops when you let go of the button

I was actually a bit surprised to see that was the case in Celeste. So it seems like the answer is: SOMETIMES :P follow your heart! I still think gravity should be reduced ;)

Wow, thanks for the in-depth research! I'll take it into consideration as I refine this. I don't think I've ever actually made a platformer except for test projects, so I'm happy I could get it mostly okay in this short time

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I also never have. Maybe I'll do one for an upcoming trijam!