Glide / Hover
What it is. Hold a button in the air to cap your fall rate and buy horizontal steering — you don’t gain height, you spend it slowly. A jump is a committed parabola; a glide turns that parabola into a line you can bend.
Player fantasy. “I’ll make it.” The apex fear of a normal jump becomes calm: you see the far ledge, you lean, you feather down onto it. Mastery reads as grace, not twitch.
The verb
Airborne, hold glide → downward velocity clamps to a slow terminal, lateral control opens up. Release to drop fast, or run out of the resource that sustains it.
How it feels / why it’s fun
- The arc becomes a puzzle. A committed jump is solved at takeoff. A glide stays open the whole descent — when to deploy, how long to hold, when to cut it and drop. Vertical levels stop being reflex tests and become slow route puzzles you read on the way down.
- Soft landing lowers the floor, the resource cost raises the ceiling. New
players float to safety; experts hoard altitude and stamina to reach the greedy
line. One verb, two difficulty bands — see
system-mastery-curve. - It reframes the camera down. Gliding pulls the eye toward where you’ll land,
so the level below must be legible before you commit (
pattern-readability).
Tuning levers
| Lever | Effect | Sane default |
|---|---|---|
| Fall-rate cap | Terminal velocity while gliding | 25–40% of free-fall |
| Air-steer authority | Horizontal accel/max-speed mid-glide | 60–80% of grounded control |
| Deploy latency | Frames from press to float engaging | 2–4 frames (crisp, no input-lie — antipattern-input-lie) |
| Resource | What limits it | Stamina meter, altitude budget, or free (traversal-only) |
| Drain rate | How long a hold lasts | 2–4s of glide per full bar |
| Refill | Where it restocks | On ground contact; or updraft; or never (one-shot) |
| Cancel | How you exit early | Release → instant fast-fall; dash/jump breaks it |
| Momentum carry | Does entry speed feed the glide | Carry ~50% so a running start rewards planning |
Push fall-rate cap and drain rate together: a slow float on a short bar is a tight tactical tool; a fast float on a long bar is a lazy cruise. Don’t move both toward “generous” or glide becomes flight and the gaps stop mattering.
Slots into
- Genres.
genre-precision-platformer(recovery + air-time control),genre-metroidvania(a gating traversal verb — locked crossings until you earn it),genre-puzzle-platformer(the descent is the puzzle),genre-physics-arcade(float as a scoring/steer tool),genre-exploration(reach-the-vista traversal). - Anchors.
anchor-celeste(air-control feel, generous-but-honest recovery),anchor-braid(traversal-as-puzzle mindset),anchor-terraria/anchor-minecraft(glide items as a progression unlock — seesystem-progression). - Pairs with verbs.
mechanic-double-jump(jump → glide is the classic extend-the-air combo),mechanic-dash(dash to break a glide for a burst),mechanic-wall-jump(bounce up, glide across),mechanic-grapple(swing out, release into a glide).
Twist seams
- Glide but updrafts are the only way up, so wind IS the level (structure). The
fall-rate cap becomes a sail: thermals and vents push you upward while you hold,
so the level is authored as a wind map and routing = reading the air. The
descent verb inverts into an ascent economy. Pair with
system-hazards-and-environmentandsystem-weather-and-time; the wind field is level geometry, not decoration. - Glide but it consumes the light you also need to see (constraint). Holding
glide burns your lantern; float too long and the screen darkens toward blind. Now
every crossing is a bargain between reach and sight — the resource meter
is literally your view. Wires to
system-resource-loopsand a lighting layer (see thesandboxes/light-lab); the cost is legible because you watch it drain. - Glide but weight is a pickup you can drop mid-air (mechanic-swap). Carry cargo
and you fall fast with tight control; drop it and you float far but arrive
empty-handed — a
pattern-risk-rewardtoggle mid-descent.
How it wires to Hayao
Glide is a cosmetic-free, deterministic movement state layered on the jump: a
clamp on downward velocity plus opened lateral input, gated by a resource counter —
all in world.probe()-visible sim state, all driven through the deterministic RNG
if anything varies. Build the arc and the fall-rate clamp in the sandboxes/physics-lab
(gravity, terminal velocity, integration) before it touches a level. Steer-during-air
and the land-target framing belong to the sandboxes/camera-lab. The precision
platformer reference examples/small-flame already
owns the honest-air-control floor — study its feel before you tune yours. The float animation
and any trail are pure view: set them cosmetic = true so they stay out of
world.hash(). Feel and blockability get proven at the pointer in the frontmatter,
not restated here.
Fails when…
- It becomes flight. Cap too high + bar too long + free refill = the gaps stop
mattering and the level design evaporates. Glide must spend something. See
antipattern-false-depth. - The input lies. Deploy latency too high, or the float ignores your steer for a
few frames — the player feels the game fighting them (
antipattern-input-lie). - Landings are unreadable. You commit to a descent you can’t preview; the camera
never showed the hazard below. That’s a fairness break, not difficulty
(
pattern-fairness-and-trust,antipattern-guess-the-designer). - The resource is invisible. Glide dies mid-air with no on-screen warning and you
eat a fall you couldn’t have planned around — meter it, telegraph the last second
(
pattern-readability). - It trivializes every other verb. If glide out-ranges dash, jump, and grapple in
all contexts, they become dead buttons — glide should own soft descent, not all
of traversal (
antipattern-boring-optimal).
See also
mechanic-double-jump·mechanic-dash·mechanic-grapple·mechanic-swing— the air-verb family glide combos with.pattern-pacing-and-tension— glide is a deliberate slow beat between spikes; use it to breathe the level.pattern-risk-reward— hoard altitude for the greedy line vs. cash out to a safe ledge; the descent is an elected gamble.system-mastery-curve·system-progression— the soft-floor / high-ceiling verb, and glide-as-unlock in a metroidvania gate.examples/small-flame— the honest air-control platformer floor.sandboxes/physics-lab·sandboxes/light-lab·sandboxes/camera-lab— the parts.design/FUN.md§19 — where the arc and its feel get proven.