Fall Damage
Instructions
Get to the end as quickly as you can while collecting all the coins!
Left/Right - A/D or Left/Right Arrow
Jump - Spacebar
Design pattern
It Had Better Be Worth It
Design Problem: Players receiving damage may feel hesitant to interact with the game, thus avoiding/ hindering them from freely exploring
Description: Players often interact with a game more when the stakes are lower. Eliminating a damage source gives the player more freedom to explore related areas of gameplay, while the increase of damage sources and amounts may deter a player from interacting with various aspects of the game more freely. To compensate for the existence of danger, the value and the convenience of the rewards may come into play to affect the players’ motivation toward an action.
Pattern Language for Game Design — Pattern Library: It Had Better Be Worth It
Reference for movement: Udemy.com