> height, plus tiled levels and hazards. Use for a platformer or Mario/Celeste-like, or tuning jump feel.
npx skills add https://github.com/gamedev-skills/awesome-gamedev-agent-skills --skill 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.
"Celeste-like", or any game whose core verb is jump between surfaces.
(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).
**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.
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 |
Derive gravity and jump velocity from the *feel* values rather than guessing — see Pattern 1.
# 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
# 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.
g = fall_gravity if velocity.y > 0 else gravity
velocity.y += g * dt
Solid from above, pass-through from below. Most engines expose a "one-way collision" flag on
the tile/collider; enable it and let the player drop through by disabling that collision
for a few frames when the player holds Down + Jump. Do not re-implement collision math.
dt → speed changes with frame rate. Every velocityintegration and timer must use dt. (See physics-tuning.)
per-tile colliders, and add corner correction.
timestep for fast bodies (see physics-tuning).
godot-2d-movement (Godot CharacterBody2D); for other engines usethe engine core + physics skill (unity-physics, phaser-arcade-physics, pygame-core).
godot-tilemap / unity-tilemap-2d for geometry; level-design for layout,pacing, and teaching order.
physics-tuning for timestep, CCD, and stability.input-systems for buffering, rebinding, and gamepad support.audio-design for SFX/music; the engine animation skill for squash/stretch.prototype-fast to greybox the controller before building content.platforms, and camera follow, read references/feel-tuning.md.
Integration with protocols.io API for managing scientific protocols. This skill should be used when working with protocols.io to search, create, update, or publish protocols; manage protocol steps and materials; handle discussions and comments; organize workspaces; upload and manage files; or integrate protocols.io functionality into workflows. Applicable for protocol discovery, collaborative protocol development, experiment tracking, lab protocol management, and scientific documentation.
Analyzes job descriptions and generates tailored resumes that highlight relevant experience, skills, and achievements to maximize interview chances
Generate Excalidraw diagrams from natural language descriptions. Use when asked to "create a diagram", "make a flowchart", "visualize a process", "draw a system architecture", "create a mind map", or "generate an Excalidraw file". Supports flowcharts, relationship diagrams, mind maps, and system architecture diagrams. Outputs .excalidraw JSON files that can be opened directly in Excalidraw.
Build and distribute Expo development clients locally or via TestFlight
Use when you have a written implementation plan to execute in a separate session with review checkpoints
Data structure for annotated matrices in single-cell analysis. Use when working with .h5ad files or integrating with the scverse ecosystem. This is the data format skill—for analysis workflows use scanpy; for probabilistic models use scvi-tools; for population-scale queries use cellxgene-census.
Benchling R&D platform integration. Access registry (DNA, proteins), inventory, ELN entries, workflows via API, build Benchling Apps, query Data Warehouse, for lab data management automation.
Comprehensive molecular biology toolkit. Use for sequence manipulation, file parsing (FASTA/GenBank/PDB), phylogenetics, and programmatic NCBI/PubMed access (Bio.Entrez). Best for batch processing, custom bioinformatics pipelines, BLAST automation. For quick lookups use gget; for multi-service integration use bioservices.
Take gamedev-skills/platformer from the repository into ~/.claude/skills for personal
use, or into .claude/skills inside a project.
The agent identifies a skill by the name field in its header. Two skills with the
same name cannot sit side by side — one of them will be ignored.