Been working for the past couple days on a parametric player controller for 2D platformers in #godotengine #Godot4 with the main goal of making it easier for designers to focus on levels and their own mechanics rather than fiddling with unintuitive, physics-facing values like acceleration rate and jump velocity.
Current features include wall jumping, double/triple/etc. jumping, wall sliding, coyote time, and input buffering. All of these are data-driven and easy to update (including at runtime)