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InputIntermediate

Jump Feel

Heavier gravity on the way down and a soft hang at the apex — the asymmetric arc every good jump hides.

inputplatformergravityjump

Examples

Captured from this page's own interactive demo below.

Overview

Real physics gives a jump a symmetric parabola, and symmetric parabolas feel terrible: the ascent is fine, but the descent floats forever and the character lands like a balloon. Almost every platformer you love cheats — gravity is 1× going up and 1.5–3× coming down. The player never notices the lie; they only notice that jumping feels 'tight'.

The second cheat is the apex: for a few frames around the top of the arc, gravity is softened. That hang time is where mid-air decisions live — steering onto a platform, lining up a stomp — and it makes the jump read as a pose instead of a blur. Mario has done it since 1985; Celeste tunes it per-frame.

The third is jump cut: release the button early and upward velocity is chopped (usually halved or worse), so tap = short hop, hold = full jump. Together the three rules turn one button into an expressive instrument — and none of them costs more than a few lines in the gravity update.

Interactive Demo

same launch speed — only the gravity rules differreal physics (floaty fall)tuned jump (hang, then commit)
Fall Gravity2.5×
Apex Hang40%

Use Cases

Platformer jumpsAction-game dodges and lungesThrown and lobbed projectilesJump-cut for tap-vs-hold height control

Best Practices

Do

  • ✓Multiply gravity by 1.5–3× the moment vertical velocity turns downward — the fast fall is what reads as weight.
  • ✓Soften gravity in a small velocity window around the apex; the hang is where mid-air decisions happen.
  • ✓Cut upward velocity on button release so tap and hold produce honestly different jumps.

Don't

  • ✕Don't tune jump height in raw gravity and velocity numbers — derive them from designer units: desired height and time-to-apex.
  • ✕Don't let the fall multiplier apply while ascending; doubling gravity on the way up just makes the jump feel weak.
  • ✕Don't add apex hang to a game with air-dashes stacked on it without retesting — free hang time changes every air-timing window.

Common Mistakes

Implementation

Paste this into your AI assistant (Cursor, Copilot, Claude) to add the effect to your project.

Prompt
Add the "Jump Feel" game-feel effect to my project: Heavier gravity on the way down and a soft hang at the apex — the asymmetric arc every good jump hides.

How it works: Real physics gives a jump a symmetric parabola, and symmetric parabolas feel terrible: the ascent is fine, but the descent floats forever and the character lands like a balloon. Almost every platformer you love cheats — gravity is 1× going up and 1.5–3× coming down. The player never notices the lie; they only notice that jumping feels 'tight'.

Guidelines:
- Multiply gravity by 1.5–3× the moment vertical velocity turns downward — the fast fall is what reads as weight.
- Soften gravity in a small velocity window around the apex; the hang is where mid-air decisions happen.
- Cut upward velocity on button release so tap and hold produce honestly different jumps.

Avoid:
- Don't tune jump height in raw gravity and velocity numbers — derive them from designer units: desired height and time-to-apex.
- Don't let the fall multiplier apply while ascending; doubling gravity on the way up just makes the jump feel weak.
- Don't add apex hang to a game with air-dashes stacked on it without retesting — free hang time changes every air-timing window.

Implement the effect in whatever engine/stack the project already uses and follow its existing code style. Wire it up where it makes sense.

References

Related Effects

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