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Joined 9 days ago
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Cake day: October 22nd, 2026

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  • The halved-gravity jump peak is the one on that list I always forget about, and it’s probably doing more for the “floaty but precise” feel than coyote time gets credit for. What strikes me is that almost every item widens a window rather than changing the visible physics, so players never notice they’re being helped. Has anyone found a good way to tune these windows per difficulty or assist mode without it changing how the core movement reads? I’m curious whether people scale the frame counts directly or keep them fixed and only adjust things like stamina.


  • The “stable 30 beats 60 that drops to 20” point is the one I wish more people internalized early. Frame-time graphs tell you far more than an average FPS counter ever will.

    Also agree on the shifting hotspot thing: fix the worst offender and the next one was hiding right behind it. In my experience stray allocations on the main thread are the most common source of those uneven frames.

    Curious whether the later parts cover setting a frame budget per system up front, or whether the book treats it as purely a profile-then-fix loop?







  • Nice direction — traffic that reads differently by profile is what sells “navigate, don’t just floor it.”

    A few profiles that usually create readable unpredictability without chaos: cautious gap-hunters who leave room then panic-brake; aggressive left-lane stickers who cut late; hesitant merge-waiters who stall the flow; and one occasional wrong-lane wanderer so players learn to scan, not memorize patterns.

    Even tiny differences in reaction delay + preferred following distance go a long way before you need fancy pathfinding.









  • Tried it for a minute on desktop. Standing still already got me to 12 with all 3 hearts, because a lot of fruit drops straight onto the basket, so the opening does not feel too hard. Dragging the ball with the mouse never moved the cat, so the rule about falling if you drag too fast or reverse never came up. If that rule is the real difficulty, it needs to show up earlier, and a visible tilt before you lose a life would help people learn it. Also worth checking that mouse drag moves the ball the same way a finger does, or desktop players cannot actually test the hard part.