Design Tips Movement Distances What follows are the approximate maximum distances that can be crossed by doing a certain movement action. While a more accurate number are possible, the maximum only matters for making sure two objects are too far apart to cross. If you actually want players to cross a chasm, you'll want to keep the distance under the maximum by some measure; no one likes missing a jump by millimetres. If you want to make a chasm uncrossable, you'll also want to make the distance quite a bit larger than the maximum to make it visually clear to the player that they should not try to cross. Level design is a form of communication, and unless you're making a puzzle level you should probably try to make things as clear as possible. | ^ Distance^ Rec. Max Reachable^ Rec. Min Unreachable^ ^ Running Jump | 30| 27| 40| ^ Swimming Jump | 75| 67.5| 90| ^ Jump Height1 | >15| 15| 30| ^ Inkjet Hover Height | 60| 55| 65| ^ Inkjet Height Inclu. Boost | 75| 65| 85| ^ OE2 Inkjet Falling Distance3 | 127| 105| 150| ^ OE2 Inkjet Falling Distance3 Inclu. Boost | 150| 130| 180| ^ OE2 Inkjet Boosting Distance4 | 90| 90| 115| 1Jump height is conveniently set up so jumping over 15 unit high boxes can be done. The boxes are convenient for level designers to use and for players to recognise, so use them for clear understanding of height 2 Inkjets move faster in Octo Expansion 3Defined as distance Inkjet can reach without support before falling to where the grounded player would have initially been 4Defined as the distance Inkjet can reach with a boost before returning to original height