Three changes made: 1. **Substep physics** — movement is split into multiple smaller steps per frame (scaled by speed), so fast-moving player can't skip past objects between frames. 2. **Separation buffer** — every collision pushes the player an extra 0.002 units away from the surface, preventing edge-case re-entry. 3. **Directional velocity check** — only reflects velocity when the player is actually moving *into* the shape (prevents double-bounce from flipping velocity the wrong way). 4. **Early return after collision** — each substep handles at most one collision, preventing conflicting corrections. **Next Ideas:** 1. **Visual bounce feedback** — Add a brief squash-stretch animation or screen shake on impact to make bounces feel more impactful 2. **Speed trails** — Draw a motion trail behind the person when moving fast to better convey momentum **Ready to level up your game? Pick one and let's build it!**