Death Run : latency of jump boosts

Affected Service (Game name, hub or global):
Death Run

What is the bug?
The jump boost seems not stable : sometimes some checkpoints are missed when jumping into them, and I noticed recently that if you jump through a TNT field, if an explosion comes less than a second after, the game considers you’re touched. I don’t know if this is something that can be fixed, but wanted to tell ya !

Hey there,

Thanks for submitting a bug report. I am marking this as closed, as we are already aware of the issue that sometimes causes a checkpoint to not register that you’ve been through it. The TNT explosion trap also works as intended.