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Platformer Agent Skill

> height, plus tiled levels and hazards. Use for a platformer or Mario/Celeste-like, or tuning jump feel.

3k tokens
context cost
the whole folder, loaded on every use
2
files
instructions only
0
copies elsewhere
how many repositories repackaged it
401
stars on the repo
on the repository, not the skill itself

Install

one command, takes just this skill from the repository
npx skills add https://github.com/gamedev-skills/awesome-gamedev-agent-skills --skill platformer

The instruction itself

12 sections, as written by the author

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

  • Run/jump controller — horizontal accel/decel, gravity, jump, with the feel aids below.
  • Solid + one-way collision — ground, walls, and "jump-through" platforms.
  • Level geometry — a tilemap or hand-placed colliders; the playable space.
  • Hazards + death/respawn — spikes, pits, enemies; reset to the last checkpoint.
  • Checkpoints / level goal — progress markers and a win condition (flag, door, exit).
  • Camera — follows the player with a deadzone and look-ahead, clamped to level bounds.
  • 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 |

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)

# 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

3. One-way platforms

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.

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.)

  • Floaty jumps → symmetric gravity. Make fall gravity heavier than rise gravity.
  • "The jump didn't register" → no input buffering. Buffer presses for ~0.1 s before landing.
  • "I fell off and couldn't jump" → no coyote time. Allow a jump for ~0.1 s after leaving ground.
  • Sticking to walls / catching on tile seams → use a single capsule/box collider, not

per-tile colliders, and add corner correction.

  • Tunneling through floors at high speed → enable continuous collision / smaller fixed

timestep for fast bodies (see physics-tuning).

  • Camera snaps and induces nausea → smooth/lerp the follow, add a deadzone, clamp to bounds.
  • Difficulty wall from bad teaching → introduce one mechanic per area before combining them.

Composition (build it from these skills)

  • Controller body: godot-2d-movement (Godot CharacterBody2D); for other engines use

the engine core + physics skill (unity-physics, phaser-arcade-physics, pygame-core).

  • Levels: godot-tilemap / unity-tilemap-2d for geometry; level-design for layout,

pacing, and teaching order.

  • Feel/physics: physics-tuning for timestep, CCD, and stability.
  • Input: input-systems for buffering, rebinding, and gamepad support.
  • Polish: audio-design for SFX/music; the engine animation skill for squash/stretch.
  • Process: prototype-fast to greybox the controller before building content.

References

  • For jump math derivation, a full feel-tuning table, corner correction, moving/one-way

platforms, and camera follow, read references/feel-tuning.md.

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How to use it

Copy the folder

Take gamedev-skills/platformer from the repository into ~/.claude/skills for personal use, or into .claude/skills inside a project.

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