Mandragora: Whispers of the Witch Tree

Mandragora: Whispers of the Witch Tree

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Seriously, WTF is up with the double-jump in this game being so bad?
I have died more due to movement abilities not working and falling off/not grabbing ladders than any sort of combat. The double jump (and later movement ability) are really poorly implemented.
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Showing 1-13 of 13 comments
I've noticed this problem too. Unlike other games, if you jump and wait too long to press the button again, the double jump will not work.
It does take getting used to. I think they wanted to prevent the player from being able to save himself from fall death using double jump.
It's probably a bug with gravity acceleration. If you fall past a certain point your input is completely cut off. This ruins any kind of fun tricky platforming ideas you might come up with after getting double jump. This design really hurts the game in my opinion and I hope they change it.
Originally posted by DarkLordSen:
This ruins any kind of fun tricky platforming ideas you might come up with after getting double jump.
Agreed, and IMO they give out the traversal skills too late. The grappling hook at nearly halfway and double jump at about 2/3rds. They could've given them out earlier and incorporate the double jump in more boss fights.
Originally posted by Allibernus:
I've noticed this problem too. Unlike other games, if you jump and wait too long to press the button again, the double jump will not work.

It also doesn't work if you do it too early at times. It's so janky and inconsistent, it really becomes frustrating. The last 1/3 of the game is all about getting to harder to reach platforms, so it just kills the immersion because damn near every jump will kill you if you miss.

It takes an otherwise very enjoyable game and makes it a lot less enjoyable at the end. The real endgame boss is the jumps and ladders.
Last edited by azureseed; May 9 @ 7:34pm
Originally posted by azureseed:
Originally posted by Allibernus:
I've noticed this problem too. Unlike other games, if you jump and wait too long to press the button again, the double jump will not work.

It also doesn't work if you do it too early at times. It's so janky and inconsistent, it really becomes frustrating. The last 1/3 of the game is all about getting to harder to reach platforms, so it just kills the immersion because damn near every jump will kill you if you miss.

It takes an otherwise very enjoyable game and makes it a lot less enjoyable at the end. The real endgame boss is the jumps and ladders.

I agree. I die quite a lot because sometimes I can't grab the ladder for some reason.
Primal_Zeeman  [developer] May 10 @ 2:36am 
Thank you everyone for your feedback! All very valid points and we are already working on a bunch of movement-related improvements (along with a ton of tweaks, bug fixes and balancing) for patches 1.4 and 1.5.
_Oin_ May 10 @ 3:50am 
Heh, people call it a problem but the game tutorial popup window thingie clearly stated that it's for prolonging jump and to be done at the highest point. It is what it is, even if other games do it differently. I didn't have much problems with it.
Last edited by _Oin_; May 10 @ 4:06am
Originally posted by Allibernus:
Originally posted by azureseed:

It also doesn't work if you do it too early at times. It's so janky and inconsistent, it really becomes frustrating. The last 1/3 of the game is all about getting to harder to reach platforms, so it just kills the immersion because damn near every jump will kill you if you miss.

It takes an otherwise very enjoyable game and makes it a lot less enjoyable at the end. The real endgame boss is the jumps and ladders.

I agree. I die quite a lot because sometimes I can't grab the ladder for some reason.

You gotta mash R1 like a mad man to grab ladders while falling. Sometimes gravity just kills your input tough. Try sliding for now until they fix it. R1 to grab O to slide down.
Originally posted by Primal_Zeeman:
Thank you everyone for your feedback! All very valid points and we are already working on a bunch of movement-related improvements (along with a ton of tweaks, bug fixes and balancing) for patches 1.4 and 1.5.

Thank you for listening and taking action. :steamthumbsup:
Yeah its so bad it takes away all the fun of a double jump.
It's bad because it does not work the way double jumps do, in literally every other game. It's no excuse to implement a double jump and then completely screw the definition of it. And worse, I don't know how the devs are going to fix it, because most of the game is literally designed around the broken double jump to begin with.

That's why I'm so invested in the next patch. I honestly have zero idea how this can be fixed given how central fall deaths are built into this game, and how much of the platforming relies on you falling to your death as a punishment for failure.
Originally posted by frostee:
It's bad because it does not work the way double jumps do, in literally every other game. It's no excuse to implement a double jump and then completely screw the definition of it. And worse, I don't know how the devs are going to fix it, because most of the game is literally designed around the broken double jump to begin with.

That's why I'm so invested in the next patch. I honestly have zero idea how this can be fixed given how central fall deaths are built into this game, and how much of the platforming relies on you falling to your death as a punishment for failure.

Well, just increase the time window that allows you to trigger the double jump. It doesn't have to be infinite, just more reliable, so you have more control of your jump.
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