@InboundShovel

Wishlist Isadora's Edge on Steam!
https://store.steampowered.com/app/3125320/Isadoras_Edge/
And you can follow the Kickstarter here: https://www.kickstarter.com/projects/inboundshovel/isadoras-edge

Thank you!

@twiggy_being

coyote time is so fun, and its honestly hilarious that its named after looney toons

@a_man_with_the_sauce

And then celeste speedrunners went "it's free real-estate" and styled on that damn mountain

@hrothgardevaitos8330

Now I'm going to add a powerup to my game that's called "Coyote's Boots."  They increase the amount of coyote time you get.

@paulsd9255

I’ve seen rhythm gamers use this term to refer to the ‘fret forgiveness’ (as epic Games called it) where you could strum early and still press a fret button to be registered as a correct strum

@spicyman6006

This is named after a real world Phenomenon where Coyotes have shown the ability to jump what appears to be just after they've run off a ledge. However, this effect is null as soon as they look down

@csgphoenix8282

I like how these tricks that make the game feel better to play are basically ways to secretly make the player seem more skilled than they actually are.

@disappointedcreeper

and jump queing really helps as well, where you allow a jump input from before landing to be processed

@sepiasmith5065

at first i was like "coyote time? huh what a weird name" and then as soon as you said "let me crank it up to a full second" and i pictured in my head what i was about to see.... i got it. i love it!

@JamAttack

Think of it this way: if you were to jump off a platform irl, you'd have a tiny bit of extra time to kick off the corner

@miguelangelcote9168

So all this time platformers were not screwing me over but helping and i'm actually worse than I thought I was. Great

@hamsterdoom360

I can't imagine what wily character this feature could possibly be named after.

@Kafj302

imagine having it be almost infinite, as soon as you press down, you fall, fast.

@THEMrFill

That's one thing they "forgot" in the Crash Bandicoot remakes, 1 & 2 originally had Coyote Time and 3 didn't, but they used the same engine for all 3, so none got it, making the games MUCH harder than they originally were!

@cinnamoone3553

this combined with input buffering really makes the platformer world go round.

@Goneth

I recall first hearing this from dead cells developers, also the first time experiencing it in a game too. I felt like i was able to jump around the map so much easier

@darkychao

a mechanic similar to that super-long coyote time was used in the Donkey Kong Country series, where you can jump out of a roll whether or not you're on the ground. presumably, this was originally to let players recover from a somewhat easy-to-make mistake, but in the final game there are a few points where the technique is required for some collectables.

@a.m.t.lambert1206

I love it when there's an actual explanation for coyote time, like wonder's jet run (badge magic) or a special item.

@Vitjarron

I also like to add in 3D games a trigger for falling too long. The character should never glitch through the map, but I like that the game is still prepared for it.

@DerfGameDev

This combined with jump buffering feels perfect in platformers