

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 rule that an edge tile only starts a route when its hand points away from its own side is a neat constraint, because it means the board border is doing as much design work as the tiles themselves. I also like that routes sharing tiles score extra, since that nudges players toward planning overlapping chains instead of just clearing the first line they spot. Using a bot player for balancing seems especially handy here, as it can quickly reveal whether certain hand directions end up far more valuable than others. When you tuned the spawn odds, did you weight the four directions evenly, or bias them based on where the bot kept getting stuck?