diff --git a/game/src/character/collisions.rs b/game/src/character/collisions.rs
index 7c499ea..f28bd79 100644
--- a/game/src/character/collisions.rs
+++ b/game/src/character/collisions.rs
@@ -44,6 +44,19 @@ pub fn modify_player_based_on_forces(
             translated_rect.check_collision_recs(&player_rect)
         })
     };
+    let check_player_colliding_with_colliders_forwards = || {
+        colliders.iter().any(|rect| {
+            let mut translated_rect = rect.clone();
+            translated_rect.y += level_height_offset;
+            translated_rect.x += WORLD_LEVEL_X_OFFSET;
+            translated_rect.check_collision_recs(&Rectangle{
+                x: player_rect.x + 1.0,
+                y: player_rect.y - 1.0 ,
+                width: player_rect.width,
+                height: player_rect.height,
+            })
+        })
+    };
 
     // If the player is colliding, only apply the x force
     if (check_player_colliding_with_floor()
@@ -66,9 +79,9 @@ pub fn modify_player_based_on_forces(
     }
 
     // Check sideways collisions
-    // if player.velocity.y == 0.0 && check_player_colliding_with_colliders(){
-    //     return Err(());
-    // }
+    if player.velocity.y == 0.0 && check_player_colliding_with_colliders_forwards(){
+        return Err(());
+    }
 
     // Finally apply the velocity to the player
     player.position += player.velocity;
diff --git a/game/src/character/render.rs b/game/src/character/render.rs
index 5103551..bae9328 100644
--- a/game/src/character/render.rs
+++ b/game/src/character/render.rs
@@ -41,14 +41,24 @@ pub fn render_character_in_camera_space(
     );
 
     // Possibly render a debug vector
-    if config.debug_view {
-        raylib.draw_line_v(
-            player.position.sub(player.size.div(2.0)),
-            player
-                .position
-                .sub(player.size.div(2.0))
-                .add(player.velocity.mul(10.0).add(Vector2::new(0.0, 100.0))),
-            Color::RED,
-        );
-    }
+    // if config.debug_view {
+    raylib.draw_line_v(
+        player.position.sub(player.size.div(2.0)),
+        player
+            .position
+            .sub(player.size.div(2.0))
+            .add(player.velocity.mul(10.0).add(Vector2::new(0.0, 100.0))),
+        Color::RED,
+    );
+    raylib.draw_rectangle_lines_ex(
+        Rectangle::new(
+            player.position.x - (player.size.x / 2.0),
+            player.position.y - (player.size.x / 2.0),
+            player.size.x,
+            player.size.y,
+        ),
+        2,
+        Color::RED,
+    );
+    // }
 }