Game feel
Small details that make controls feel fair and responsive, like coyote time and jump buffering. 4 posts
4 posts
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Tutorial Variable jump height in a Phaser platformer: tap to hop, hold to jump high Tap for a small hop, hold for a full jump. Claude Code checked the variable jump height in our Phaser platformer against a skill, measured it in the browser and left it as it was. -
Tutorial Jump buffering: when an early jump should still count In our Phaser platformer, pressing jump just before landing spent the double jump. Claude Code made the press wait for the ground. Play both versions and see what we measured. -
Tool review Does a skill make Claude Code's platformers feel better? We tested it Same prompt, same model, one run with our platformer-feel skill and one without. We measured both jumps. The jump helpers came out the same; the skill made Claude test its game. -
Tutorial Coyote time: the jump fix players never notice To show the difference, we started from our double-jump game with coyote time switched off. Claude Code turned it on and tested it. Play both versions and see what we measured.
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