         addChild(body)
         
         // Create penguin's shadow
-        shadow = SKShapeNode(rectOfSize: CGSize(width: body.frame.width, height: body.frame.width), cornerRadius: body.frame.width / 2)
+        shadow = SKShapeNode(rectOfSize: CGSize(width: body.frame.width * 0.8, height: body.frame.width * 0.8), cornerRadius: body.frame.width / 2)
         shadow.fillColor = SKColor.blackColor()
         shadow.alpha = 0.2
-        shadow.position =  CGPoint(x: 0, y: -body.frame.height / 2 + body.frame.height / 2)
+        shadow.position =  CGPoint(x: 0, y: -body.frame.height / 2 + body.frame.height / 4)
         shadow.zPosition = 2000
         addChild(shadow)
         

        shadow.runAction(shadowEnlargeSequence)
        shadow.runAction(counterSequence)
        
        runAction(enlargeSequence)
        runAction(move)
        runAction(jumpSequence, completion: { () -> Void in
            self.inAir = false

        let fallAction = SKAction.moveBy(CGVector(dx: 0.0, dy: -jumpHeight), duration: NSTimeInterval(jumpDuration * 0.5))
        let enlargeAction = SKAction.scaleBy(2.0, duration: jumpDuration * 0.5)
        let reduceAction = SKAction.scaleBy(0.5, duration: jumpDuration * 0.5)
        let jumpCounter = SKAction.moveBy(CGVector(dx: 0.0, dy: -jumpHeight), duration: NSTimeInterval(jumpDuration * 0.5))
        let fallCounter = SKAction.moveBy(CGVector(dx: 0.0, dy: jumpHeight), duration: NSTimeInterval(jumpDuration * 0.5))
        let shadowEnlarge = SKAction.scaleTo(2.0, duration: jumpDuration * 0.5)
        let shadowReduce = SKAction.scaleTo(1.0, duration: jumpDuration * 0.5)

        jumpAction.timingMode = SKActionTimingMode.EaseOut
