Double-jumping in 2D Platformers

Do you think that the double-jump is better when only allowing the player to double-jump when the first jump reaches a certain state (e.g. - a certain height, within an amount of time, while still moving up, etc) - or - do you think it’s better to let the player double jump anytime, meaning, the only limit should be that the player has to release the jump button and press it again anytime to perform a double-jump?

Personally, I’m most familiar and comfortable with a double-jump that has a time constraint, meaning you have to press the jump button within a certain time limit from the first jump for the double-jump to be successful…

…but what do you folks think? and what games do you feel implement double-jumping in the best way towards making the game more fun and intuitive?

Double-jump means that you can jump twice before hitting the ground imo (ie no time constraint). Like Jumper does it.


http://www.mattmakesgames.com/

Depends on the feel and difficulty you’re after.

For example, the “space jump” in Metroid (2 / Super / Fusion) was a bitch to master as it had very specific constraints, but that made it feel more of an accomplishment when you finally did (And essentially allowed flight, as it was unlimited)

On other games where the double jump is very easy to perform, every jump ends up being a double jump, which is great if the map is designed to take advantage of the mechanic, not so great if it is just a jump extension.

I’d just recommend that, as with any gameplay mechanic, don’t add it “just because”, have a reason why it improves the game’s flow and make it interesting.

Can it be that the ability to double-jump simply offers more flexibility of movement? :smiley: Because, I tried throwing in the ability to double-jump in my game and it instantly feels better to move around the maps.

Double jumping can make or break your game especially for puzzle platformers.

I was thinking of going puzzle platformer, but eventually went the more action-oriented direction… or at least that’s the direction it’s headed in.

If it feels good for your game, go ahead :wink:

I also feel that double jumping makes movement in games “feel” much more fun and exciting, even if it doesn’t have any other benefit in the game. I don’t see why it would be a problem unless it can be somehow exploited, e.g to get the player out of the map.

As I said earlier, depends on the design. If your maps are designed with single jumps in mind, then a double jump upgrade will break them.

A little tweak like that can really alter the feel of a game, though. Think, for example, of how much the classic Ghost and Goblins arcade was changed by the fact that, once you jumped, you had no air control.