- 01Reach a usable wall
- 02Control contact height
- 03Jump away
- 04Choose the next wall
Wall-jump routing
Jumping near a wall creates velocity away from it. Walls become supports for changing height and direction as well as obstacles.
The player's decision
Jump immediately or slide lower to avoid the hazard band on the opposite wall?
Original scenario
Original setup: hazard strips line both sides of a shaft. Alternating jumps is insufficient; sliding lower creates a safe launch.
Start with this prototype
Build a shaft with two walls, two hazard strips and a top exit. Show contact, slide and launch states; retry instantly on failure. Support clear keyboard/touch directions; omit stamina and upgrades.
Change one variable
Tune outward force before the allowed wall distance to separate trajectory from input forgiveness.
What to observe in a playtest
Can deliberate single presses launch reliably? Can players turn in the narrowest gap without getting stuck?
Take the full design card
Includes rules, scope, tuning questions and sources for further planning. It does not create a project automatically.
Original analysis · version 1
Common pitfall
A sprite touching a wall outside the collision window feels unresponsive. Match contact feedback to the actual rule.
Observations and sources
Cases refer to public documentation. Developers and community wikis are credited separately; document review is not a claim of hands-on testing.
- Super Meat Boy
The official description connects wall leaps with hazard-dense platforming.
- Celeste
The developer documents wall-jump distance forgiveness and distinguishes climbing jumps from jumps away.
Brief for the studio
Opens the AI studio with the brief below in the input. You can edit it. Nothing starts automatically.
Build a shaft with two walls, two hazard strips and a top exit. Show contact, slide and launch states; retry instantly on failure. Support clear keyboard/touch directions; omit stamina and upgrades.
Covers are original AI-generated style illustrations. Game names reference publicly visible design choices and remain the property of their owners. This atlas does not supply screenshots or assets from those games. Prompts and combinations are original drafts for new games.