concept: 'rollback' anti-coyote frames where u have to jump at least 3 frames before u would go off a ledge. maybe it starts a jump but then u trip over instead
concept: 'rollback' anti-coyote frames where u have to jump at least 3 frames before u would go off a ledge. maybe it starts a jump but then u trip over instead
fundamentally disagree but I'm staring at this spelunky one and feeling my faith waver
lol my honest take is closer to "You all use too much coyote time and it's created a really dumb arms race that is user hostile in a different way" more so than coyote time itself being wholey bad.
there are a lot of systems in video games that were made to make things easier but then players want to optimize and then it turns into "you have to hit the exact last whatever of the bonus friendliness window" which turns out to be less intuitive.
I love that input buffers got turned into an anti-user feature in Souls games it's such a funny way to make the game feel responsive but also painfully punishing if you're not acting with intention. Granted this isn't an accidental version like some of the coyote time stuff but it comes to mind.
It works so beautifully in Demons and Dark Souls and rhymes with the basic ideas of the experience, but by the time you ramp up to Bloodborne it's unforgivable.
Always takes me so many tries to pull off that Spelunky one, I’ll usually just give up and use a rope instead.
The trick to better consistency (and I have no idea why it helps) is to not have your back directly against the wall. I got an old video from when I figured that out. https://twitter.com/KayinNasaki/status/1359989705891319808
if i miss a single picture of a coyote because i have to mute the term on every platform you post on, i'm gonna be furious with you