Currently, the air powerup is a bit weird.
There current behavior of the air powerup is that you can glide for a few seconds, by holding the jump button. But if you collect the air flower multiple times in a row, you're able to glide longer. (And I think that Tux also runs faster with that powerup, which makes no sense)
This might be confusing for players.
The player should be able to glide as long as they are holding the jump button, instead of increasing the time by collecting the same powerup over and over again.
The same goes for the fire, ice and earth powerup. When you collect the fire or ice flower multiple times in a row, you're able to shoot more and more fire or ice balls and when you collect the earth flower multiple times in a row, you're able use the stone ability longer.
This makes some powerups to powerful and doesn't give the player a reason to use another powerup.
The number of multiple collected powerups should have no influence on their abilities.
It's intendet behavior for now (see #473), but it is never explained to the player. If this feature should continue to be supported, it must be explained to the player.
It is (now?) explained in the User Manual but that might not be enough, because not every player reads this.
wontfix should be dropped from this. This is a valid issue. @christ2go mentions it's intended behavior for _now_, but that doesn't mean it won't change.
@maxteufel It shouldn't change. This behaviour is completely intended and sets SuperTux slightly apart from Mario. I think @Rusty-Box's levels new forest world levels (which do not throw powerups at the user in large numbers) are perfectly acceptable as an alternative solution, and enemies which are resistant to the fireballs do exist for a reason. If someone wants to limit the number of fireballs allowed, they are free to do so, if they open a separate issue. I suggest that this issue be closed.
No way, I never knew that air flower gimmick existed! It wasn't really explained in game.
Anyway, The gimmick is kind of cool I guess, but I think it needs a bit of expanding.
Maybe instead of collecting air flowers you can charge it's power by some means?
Also, I don't think it makes you run faster though. But if it did, that'd be awesome.
SuperTux shouldn't be a Mario clone. It should somewhat deviate from Mario.
I think that if a certain amount of airflowers are collected, then Tux can double-jump.
I think not! Getting a powerup should already present you all extra skills one accquires through it. Plus, when designing a level or a passage based on the air flower you would not only have to make sure that the player has the powerup but also have to spam multiple of them as well so they can uses this one ability and if they get hit before then the level/passage becomes unbeatable.
The double jump is a neat idea... but NOT like this.
Maybe the powerup can be exclusive to developer mode? I don't know. I just think it is too overpowered for normal gameplay, based off of the testing I did.
I made an issue discussing if we should outright remove powerup stacking #1318
And I hope that issue is closed and rejected.
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It's intendet behavior for now (see #473), but it is never explained to the player. If this feature should continue to be supported, it must be explained to the player.
It is (now?) explained in the User Manual but that might not be enough, because not every player reads this.