Jump Mechanics: Difference between revisions

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== Jumping through Water ==  
== Water (Thick) ==  
Water is harder to move through than Air. This slows you down and reduces the height of the jumps that are possible in it. Wearing the liquid suit makes Water behave like Air. There are some other materials share the same thickness as Water. The margin for error in jump height is reduced from 0.5 tiles to 0.25 tiles when in Water.
Water is harder to move through than Air. This slows you down and reduces the height of the jumps that are possible in it. Wearing the liquid suit makes Water behave like Air. There are some other materials share the same thickness as Water. The margin for error in jump height is reduced from 0.5 tiles to 0.25 tiles when in Water.



Revision as of 19:58, 26 September 2026

Basics

Jumps are measured in tiles which are 20x20 pixels. The screen is 32x18 tiles. Jumps are designed to grant a little extra vertical height beyond an integer number of tiles to make jumping feel kinder. This ensures there is a bit of leeway to ensure jumps don't need to be perfectly executed to be completed successfully.

There are three types of materials to move through in Fracterebus. They are differentiated by their thickness. Temperature never has any effect on the thickness of a material. When the liquid suit has been collected and is equipped, the effective thickness is reduced by one level.

Air (Thinnest)

Air is the thinnest material to jump through. You'll get the most height here, and wearing the liquid suit doesn't change anything, air is already as thin as it can be.

Jump and Platform Heights
Reachable Platforms
Jump Type High
Jump
Double
Jump
Jump
Height
Jump
Pixels
Screen % Max
Platform
Jump High
Jump
Double
Jump
Double
High
Jump No No 4.5 90px ~25% 4.0 Yes No No No
High Jump Yes No 6.5 130px ~36% 6.0 Yes Yes No No
Double Jump No Yes 8.5 170px ~47% 8.0 Yes Yes Yes No
Double High Yes Yes 11.5 230px ~64% 11.0 Yes Yes Yes Yes
Double Jump Details
Jump Type Single
Jump
Second
Jump
Total
Height
Extra
Height
Double Jump 4.5 4.0 8.5 ~89%
Double High 6.5 5.0 11.5 ~77%

Water (Thick)

Water is harder to move through than Air. This slows you down and reduces the height of the jumps that are possible in it. Wearing the liquid suit makes Water behave like Air. There are some other materials share the same thickness as Water. The margin for error in jump height is reduced from 0.5 tiles to 0.25 tiles when in Water.

Jump and Platform Heights
Reachable Platforms
Jump Type High
Jump
Double
Jump
Jump
Height
Jump
Pixels
Screen % Max
Platform
Jump High
Jump
Double
Jump
Double
High
Jump No No 2.25 45px ~12% 2.0 Yes No No No
High Jump Yes No 3.25 65px ~18% 3.0 Yes Yes Yes No
Double Jump No Yes 3.25 65px ~18% 3.0 Yes Yes Yes No
Double High Yes Yes 5.25 105px ~29% 5.0 Yes Yes Yes Yes
Double Jump Details
Jump Type Single
Jump
Second
Jump
Total
Height
Extra
Height
Double Jump 2.25 1.00 3.25 ~44%
Double High 3.25 2.00 5.25 ~62%

Jumping through Mud

Mud is very hard to move through. This makes you the slowest of all, and reduces the height of the jumps that are possible in it dramatically. Wearing the liquid suit makes Mud behave like Water. There are some other materials share the same thickness as Mud.

Jump and Platform Heights
Reachable Platforms
Jump Type High
Jump
Double
Jump
Jump
Height
Jump
Pixels
Screen % Max
Platform
Jump High
Jump
Double
Jump
Double
High
Jump No No 1.25 25px ~7% 1.0 Yes No No No
High Jump Yes No 2.25 45px ~12% 2.0 Yes Yes Yes No
Double Jump No Yes 2.25 45px ~12% 2.0 Yes Yes Yes No
Double High Yes Yes 4.25 85px ~24% 4.0 Yes Yes Yes Yes
Double Jump Details
Jump Type Single
Jump
Second
Jump
Total
Height
Extra
Height
Double Jump 1.25 1.0 2.25 ~80%
Double High 2.25 2.0 4.25 ~89%