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Diamonds, Double Jumps, and Cascading Health

February 22, 2026 Development

You can now find diamonds in the world — and yes, Yooba's earned every one of his double jumps.

Diamonds & Double Jumps

Diamonds are in.

Yooba doesn't get double jumps for free — he has to earn them. Think of it as a 'lite' run benefit: progress carries some perks, but you still have to work for them.

The Health System (and my oops moment)

I accidentally made the game much tougher by changing how health works: health now cascades between levels. You start Level 1 with full health. If you get hurt during a level, you will begin the next level with whatever health you had left.

The annoying part: yes, that makes mistakes sting more. The good part: you can replay earlier levels to improve your health delta and let that improvement flow forward. Replay a previous stage, take less damage, and the better health carries forward — helping you clear levels you couldn't before.

So while I may have cranked up the difficulty by removing instant health resets, the system rewards going back, grinding a bit, and getting smarter about your routes.

What This Means

  • Diamonds are collectible and useful — double jumps cost 100 diamonds.
  • Health carries forward between levels (cascades) — replaying earlier levels helps you build up a better health baseline.
  • It creates a light persistent progression: you keep some consequences, but can recover via replay.

Remember: Yooba loves diamonds. He earned every double jump. He will keep earning them. Diamonds are his thing now.