[…] about some Celeste game-feel tricks. I don’t think that we invented any of these techniques, but they are important parts of the moment-to-moment experience of Celeste.

  1. Coyote Time
  2. Jump Buffering
  3. Halved-Gravity Jump Peak
  4. Jump Corner Correction
  5. Dash Corner Correction
  6. Semi-Solid Popping
  7. Lift Momentum Storage
  8. Wide Wall-Jump Window
  9. Even Wider Super Wall-Jump Window
  10. Stamina Refunds

You might have noticed a pattern! All are centered around widening timing or positioning windows, so that everything is fudged a tiny bit in the player’s favor. I think that this is a big reason why Celeste can feel kind even though it’s very difficult — it wants you to succeed.

  • Hexorg@beehaw.org
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    14 hours ago

    I was just talking about platformers today saying how crash bandicoot and somewhat old PS1 controller gave me an aversion to platformers after trying to make a jump for 30 times.

  • CGTRocketX@programming.dev
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    1 day ago

    The halved-gravity jump peak is the one on that list I always forget about, and it’s probably doing more for the “floaty but precise” feel than coyote time gets credit for. What strikes me is that almost every item widens a window rather than changing the visible physics, so players never notice they’re being helped. Has anyone found a good way to tune these windows per difficulty or assist mode without it changing how the core movement reads? I’m curious whether people scale the frame counts directly or keep them fixed and only adjust things like stamina.

  • Kissaki@programming.devOP
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    2 days ago

    A classic that crossed my path again. It has not been shared in this community yet, so I am posting it.

    Great resource about platformer control forgiveness with visual references.