I think it's nice that it's coyote time, not coyote distance. It's not a larger ledge, it's a few milliseconds to spend however you want. A nice little coyote grace period, not unlike i-frames after you get hit by something in other games
That's a great observation! A lot of forgiveness mechanics seem to function as second chances, rather than static advantages. And you only lose when you mess up twice.
Celeste is great in terms of forgiveness mechanics. Quick GMTK plug (my favorite game design youtuber): https://www.youtube.com/watch?v=yorTG9at90g
I think it's nice that it's coyote time, not coyote distance. It's not a larger ledge, it's a few milliseconds to spend however you want. A nice little coyote grace period, not unlike i-frames after you get hit by something in other games
That's a great observation! A lot of forgiveness mechanics seem to function as second chances, rather than static advantages. And you only lose when you mess up twice.