> @"Danikat.8537" said:
> > @"Ashantara.8731" said:
> > > @"Danikat.8537" said:
> > > Do you mean you're doing the jumping puzzle with your character facing and walking backwards? I didn't even know that was possible and I've never heard of anyone doing it before, but now I'm intrigued.
> >
> > It's not doable as you cannot jump the required distance backwards unless it's a dodge jump, and those are time-limited as they depend on your Endurance recovery. Since the snowflakes melt, you can't just wait for your Endurance to recover, so doing the whole thing in reverse seems like a futile endeavour.
>
> Yeah, that's what I've discovered since posting this. But I'm not sure what else the OP could mean by that title. I can't find any mention of it online except this topic, just lots of guides to using the action cam or doing jumping puzzles.
>
> The only other thing I can think of is using the action cam so the camera is facing your character and you're running fowards but your view is reversed, but I can't see how that would affect how soon the platforms disappear or how quickly you move. All I can think to suggest there is that the platforms aren't specific to you, they start to crumble as soon as anyone jumps on them so if someone else is just ahead of you they may be destroying the platforms just as you get to them. There isn't really a solution to that except making sure you start at the same time and keep up with them, or waiting until you're the only one starting it.
>
> > @"Katelynn.6593" said:
> > 2. Jumping onto the wrong part of the platform or slipping off the side or outright missing it.
>
> This one I think is the same no matter what special rules you're using: it's mostly down to practice and learning the route, but it also helps to remember that you can turn or speed up/slow down in the air, so you can adjust _after_ jumping. The ability to slow down, or rather stop completely is probably the most useful of those, it's a bit counter-intuitive but your character has no momentum, the second you stop moving them forward they'll drop straight down, so you can take a running start, hold down the forward (or backwards?) key and then let go when you're over the point you want to land on and you'll drop to exactly that point.
>
> There's at least a few "leap of faith" points in the Wintersday puzzle - places where I'd swear it's too far and my character won't make it, or the platform is too steep or whatever, but at some point in the past I tried it (or saw someone else try it) and now I do it trusting that it will work even if it looks like it won't. It takes trial and error to learn that but now I'll throw myself off those places without even thinking about it because I know it will work.
>
> When you're learning it can help to move the camera around a bit (if your rules allow this) to see the jump from different angles so you can see the best spot/direction to go from. It might mean that run you don't have enough time to finish, but next time you won't need to do that (assuming you found the right place) so it won't take as long.
This is very helpful as it's given me the realization that I need to jump before the platform appears. I noticed one player jumping onto the platform before it appears and I realized it was because the platform appears the moment the horizontal platform near the rock appears. It's just invisible for a second. She knew this so she jumped onto the air. She even knew when the presents would appear and would jump before they appear and then land on them.
I can't use that platform as a visual cue facing backwards so I will have to learn to count at the same speed consistently, so that if I get to x number of seconds at my speed of counting it's time to jump. Obviously being human I might count too fast or too slow. So you've reminded me I need to master the most basic fundamental here. Learning the timing so I start before or at the same time as everyone else.