I wanted to make a game where the jumps may feel like a cartoon like “Ratchet & Clank” and “Crash Bandicoot” in 2D or 3D, works either way. But what I realized was jumping up was faster than falling down, sort of. but I don’t know how to implement that code to make it work… well, in gravity physics. Example: what I want is when you jump, the gravity drags the character really fast until you stop, but when you fall down, the gravity doesn’t pull you down as fast as you are jumping.
I’m pretty sure those games didn’t use any kind of gravity physics at all… the jump was just an animation, which would give you full control over the timing. What I would recommend would be to have it do the jump up part through animation, and then the fall down part through physics. Just limit the negative y velocity so they don’t fall too fast (basically a lower terminal velocity) and you’ll get that ‘floaty’ feeling.