mechanic

Use when

A platformer needs air agency and a recovery beat without full flight.

What it is. A second jump the player triggers mid-air, after the first has already committed them to an arc. One button, two impulses, one refill rule.

Player fantasy / why it’s fun. The apex is no longer a verdict. You leap, misjudge, and save it — the double jump converts a botched commitment into a mid-flight negotiation. It reads as competence you didn’t have to earn twice.

The verb

Press jump while airborne to spend a second impulse, resetting vertical velocity to a new upward burst. The whole design lives in when the charge refills.

How it feels / why it’s fun

Tuning levers

LeverWhat it controlsSane default
Refill triggerWhen the second charge returnsOn ground contact only
Height ratio (jump 2 / jump 1)Whether the second is a save or a boost0.75× (a recovery, not a repeat)
Velocity resetAdditive vs. overwrite of vertical speedOverwrite (predictable apex)
Air control after 2Horizontal steer post-second-jumpFull, unchanged
Buffer / coyoteLate/early presses that still fire~5 frames each
Charge countHow many air jumps total1 (double), rarely 2+
Directional biasDoes jump 2 kill or keep horizontal momentumKeep momentum

Refill rule is the whole game. Ground-only refill keeps tension: you have two, never three. Wall-refill (as in anchor-celeste‘s dash economy) turns walls into gas stations and rewards route knowledge. Pickup-refill (floating charge orbs) makes the double jump a level resource, not a stat — now the designer places tension deliberately.

Height ratio: the tension dial

Slots into

Twist seams

How it wires to Hayao

Fails when…

See also

This module rendersthe repo's markdowndirectly — edit it there, it changes here.