Use the arrow-keys, WASD, or IJKL to move around and watch as you get pulled around by meta-velocities in interesting ways. This shouldn't be used as a physics engine yet, because it doesn't have collisions and is more of a bizarre proof-of-concept, but I might make something out of it.
Below the changelog, there's an explanation of what's happening here. Changelog: v1.0.1: -You know how when you collide with a wall, it doesn't process it correctly? Or at least, the velocities work, but the position can get all offset, and instead of having a nice bouncing curve, you get a shifting, ugly one with an inconsistent trail? In this update, it's all consistent and beautiful. If you turn on Turbo Mode (which is extremely fast in Scratch 3.0), then press up for as short a time as possible, then press right, you get a nice pattern. v1.0.0: -Released. This is based on a strange idea I had. If you look at the change in position over time, you get the velocity, which, according to some Wikipedia searches that now make me an expert on the matter, is the first derivative in respect to time. The second one, the change in the change in position (or the change in velocity) is the acceleration. So, if you constantly change the velocity by the acceleration, you should get... Accelerating out of control. But if you parameterise it just right, you can get a nice, smooth, oscillating motion that's fascinating but at the same time, annoying, like trying to walk while being elastically attached to an invisible weight. But we can go further. The third is called the 'jerk', presumably because with a simple graph, by the time you even get to this point of meta-ness, it all goes crazy and jerky. Then, there's the snap. You can tell this one's name since it has more jolts and 'snaps', but after that, it's just 'crackle' and 'pop'. Because Rice Krispies. You can change, or in physics-language, 'dampen' the velocity by these ones, or even decide you want to change acceleration instead of velocity and see what you can do with these higher-order derivatives.