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It depends on the horizontal spacing of jumps but I find it natural to simply hold right when I'm moving through sections that aren't specifically about precise landings or avoiding hazards in any platformer, and the friction issue can come up on any jump if the player doesn't time the jump correctly or come to a complete stop in this game. I assume this is a consequence of whatever built-in physics you're using under the hood (it would be kind of weird to have this exact problem with collision code written for this purpose)

Okay I'm a goof and didn't realize there was a jump button separate from the expand button,,, it's still not a great feeling since expanding to jump is such a core part of the gameplay but this does explain why I ran into this issue in a game built with an engine with solid built-in physics lmao

(+1)

Ah okokok