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/platformer

Build a 2D platformer: run/jump control with coyote time, jump buffering, and variable jump height, wall slide and wall jump, plus tiled levels and hazards. Use for a platformer or Mario/Celeste-like, or tuning jump feel.

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awesome-gamedev-agent-skills
6.3k77 skills

Claude Code

$ npx -y skills add gamedev-skills/awesome-gamedev-agent-skills --skill platformer --agent claude-code

SKILL.md

platformer.SKILL.md
name: platformer
description: >
  Build a 2D platformer: run/jump control with coyote time, jump buffering, and variable jump
  height, wall slide and wall jump, plus tiled levels and hazards. Use for a platformer or
  Mario/Celeste-like, or tuning jump feel.

Platformer

A playbook for 2D platformers — the run/jump controller "feel", level structure, hazards, and goals. This is a **compositional** skill: it wires an engine movement skill, a tilemap skill, and design skills into a working game. It does **not** re-teach physics or tilemaps; it tells you what to build and how to make jumping feel good.

When to use

  • Use when building a side-scrolling or single-screen platformer, a "Mario-like" /

"Celeste-like", or any game whose core verb is **jump between surfaces**.

  • Use when a jump feels floaty, unresponsive, or "unfair" and you need feel fixes

(coyote time, jump buffering, variable height, corner correction).

**When *not* to use:** top-down movement with no gravity → use the engine movement skill directly. 3D first-person traversal → `fps-shooter`. Grid/turn movement → `roguelike`. For the raw kinematic body API, use `godot-2d-movement` (or your engine's controller skill).

Core loop

**Observe a gap/hazard → commit to a jump or move → land safely (or die) → reach the next checkpoint/goal.** A platformer lives or dies on the *moment-to-moment* feel of that single jump, repeated thousands of times. Tighten the controller first; everything else is content.

Must-have systems

1. **Run/jump controller** — horizontal accel/decel, gravity, jump, with the feel aids below. 2. **Solid + one-way collision** — ground, walls, and "jump-through" platforms. 3. **Level geometry** — a tilemap or hand-placed colliders; the playable space. 4. **Hazards + death/respawn** — spikes, pits, enemies; reset to the last checkpoint. 5. **Checkpoints / level goal** — progress markers and a win condition (flag, door, exit). 6. **Camera** — follows the player with a deadzone and look-ahead, clamped to level bounds. 7. **Juice** — landing dust, squash/stretch, hit-stop, sound. Cheap, huge feel payoff.

Design knobs (make the jump feel right)

Tune these by **outcome** (height in tiles, time to apex in seconds), not by raw numbers.

| Knob | Effect | Sane starting point | |------|--------|---------------------| | Max jump height | reach | 3–4 tiles | | Time to apex | "weight"/snappiness | 0.30–0.40 s | | Fall gravity multiplier | snappy, non-floaty fall | 1.5–2.0× rise gravity | | Coyote time | jump just after leaving a ledge | 0.08–0.12 s (~5–7 frames @60) | | Jump buffer | press just before landing still jumps | 0.10–0.15 s | | Variable jump cut | tap = short hop, hold = full | cut upward velocity ×0.4–0.5 on release | | Apex hang | brief float at the top for air control | reduce gravity ×0.5 near `|vy|`<threshold | | Ground accel / friction | responsiveness vs. ice | reach top speed in 0.05–0.1 s | | Corner correction | nudge past a ledge clipped by 1–2 px | nudge up to ~4 px sideways | | Wall slide / wall jump | controlled descent and kick-off | wall grace, kick/steering lock, air-jump refresh policy; see refs §9 |

Derive gravity and jump velocity from the *feel* values rather than guessing — see Pattern 1.

Patterns

1. Solve jump physics from height + time (not magic numbers)

# Pseudocode. Pick the FEEL you want, then derive the physics. y-axis points DOWN.
# From kinematics: h = (g * t^2) / 2  and  v0 = g * t.
JUMP_HEIGHT   = 3.5 * TILE      # how high, in world units
TIME_TO_APEX  = 0.35            # seconds to reach the top

gravity       = (2 * JUMP_HEIGHT) / (TIME_TO_APEX ** 2)   # rising gravity
jump_velocity = -(2 * JUMP_HEIGHT) / TIME_TO_APEX         # negative = upward
fall_gravity  = gravity * 1.8   # heavier on the way down → less floaty

2. Coyote time + jump buffer + variable height (the feel core)

For wall or air jumps, replace this simple jump resolver with the unified resolver in refs §9; keep variable-height and gravity integration only once per tick.

# Pseudocode in the per-frame update. dt = seconds since last frame.
# Timers count DOWN; refresh coyote while grounded, buffer on a fresh press.
if on_floor:
    coyote_timer = COYOTE_TIME           # 0.1
if jump_pressed_this_frame:
    buffer_timer = JUMP_BUFFER           # 0.12
coyote_timer -= dt
buffer_timer -= dt

# A jump is allowed if we pressed recently AND were grounded recently.
if buffer_timer > 0 and coyote_timer > 0:
    velocity.y   = jump_velocity
    buffer_timer = 0
    coyote_timer = 0                     # consume both so we can't double-jump

# Variable height: releasing jump early while still rising cuts the arc short.
if jump_released_this_frame and velocity.y < 0:
    velocity.y *= 0.45

# Asymmetric gravity: snappier fall than rise; clamp to a terminal speed.
g = fall_gravity if velocity.y > 0 else gravity
velocity.y = min(velocity.y + g * dt, MAX_FALL_SPEED)

3. One-way platforms

Solid from above, pass-through from below. Use the engine's flag rather than collision math: Godot `CollisionShape2D.one_way_collision` (or the one-way option on a TileSet collision polygon), Unity a `PlatformEffector2D` with **Use One Way** on a collider set to be used by the effector, Phaser Arcade `platform.body.checkCollision.down = false` (plus `left`/`right` for thin ledges). Let the player **drop through** by ignoring that platform for ~0.1–0.2 s when they hold Down + Jump (refs §5).

Pitfalls / failure modes

  • **Per-frame movement not scaled by `dt`** → speed changes with frame rate. Every velocity

integration and timer must use `dt`. (See `physics-tuning`.)

  • **Jump height differs between machines** → the jump runs on a variable render `dt`. Simple

per-step integration lands a few percent short of the designed height, by a different amount at each frame rate. Run the controller on the fixed physics tick (Godot `_physics_process`, Unity `FixedUpdate`

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Questions about platformer.

Which coding agents can use platformer?
platformer installs in Claude Code, Codex, Cursor, Gemini CLI, GitHub Copilot, OpenCode and Windsurf with the skills CLI, using each agent's flag shown on this page. Flowy's auto-invocation, which fires a skill when your prompt matches, runs in Claude Code only.