Hollow Knight

Hollow Knight

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Momar Feb 28, 2017 @ 8:11am
jumping
it feels a little odd when jumping and i let go of the button, he just falls immediately. there doesnt seem to be any momentum unless you hold the button until you reach the peak. Also theres no momentum at all, i think a little would make the game play a little easier?
Last edited by Momar; Feb 28, 2017 @ 8:20am
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Showing 1-5 of 5 comments
Kyutaru Feb 28, 2017 @ 8:27am 
They traded momentum for control. You can control how high you jump so it allows weak jumps in addition to high jumps. When you deal with spikes and low flying bosses/mobs you'll love this feature since you can tap jump to hit them. Automaximum jump would murder you in a lot of areas and make navigating spike pits hell.
Mister Veeg Feb 28, 2017 @ 9:00am 
there's plenty of momentum, just not for your base jump.
RUSTYWARCOW Feb 28, 2017 @ 9:18am 
Originally posted by Kyutaru:
They traded momentum for control. You can control how high you jump so it allows weak jumps in addition to high jumps. When you deal with spikes and low flying bosses/mobs you'll love this feature since you can tap jump to hit them. Automaximum jump would murder you in a lot of areas and make navigating spike pits hell.

I don't think the OP is asking for a single, auto-max jump, but rather jump-feel that lives up the the bar established by great platformers like Mario, Meat Boy, Ori, Shovel Knight, etc.

All of these have great "control" and "precision" BTW.
Ragdon Feb 28, 2017 @ 9:40am 
I like the less floaty jumping mechanics. I do think it gives more control while in air. Although I love meatboy I often overdid my jumps in that one. It doesn't happen that often in this.
LockeZeRo Feb 28, 2017 @ 11:15am 
The controls are bad, its pretty hard to control the character on all times, unlike Super Metroid or SOTN that have very tight controls with different jump heights. Art is good tho.
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Date Posted: Feb 28, 2017 @ 8:11am
Posts: 5