Expert blueprint for platformer games including precision movement (coyote time, jump buffering, variable jump height), game feel polish (squash/stretch, particle trails, camera shake), level design principles (difficulty curves, checkpoint placement), collectible systems (progression rewards), and accessibility options (assist mode, remappable controls). Based on Celeste/Hollow Knight design research. Trigger keywords: platformer, coyote_time, jump_buffer, game_feel, level_design, precision_movement.
npx skills add https://github.com/thedivergentai/GD-Agentic-Skills --skill godot-genre-platformer
Expert blueprint for platformers emphasizing movement feel, level design, and player satisfaction.
delta before move_and_slide(); the method internalizes the timestep.delta before adding to velocity; gravity is an acceleration and must be frame-rate independent.CCD_MODE_CAST_RAY to prevent tunneling through geometry.move_and_collide() for standard traversal; it lacks the slope/stair handling of move_and_slide().is_equal_approx() or >= 0.0.lerp() to prevent motion sickness.Sprite2D nodes for level geometry; strictly use TileMapLayer for optimized collision and rendering.CollisionShape2D for the player; strictly favor primitive shapes (Capsule/Rectangle) for stability.CharacterBody2D for simple moving platforms; strictly use AnimatableBody2D and enable sync_to_physics.platform_on_leave for descending platforms; use PLATFORM_ON_LEAVE_ADD_UPWARD_VELOCITY to preserve jump impulse.recovery_as_collision on the player character; it is required for correct floor snapping reports.! (NOT) operator in AnimationTree expressions; strictly use is_walking == false.StringName (e.g., &"jumping").ResourceLoader.load_threaded_request() to prevent frame stutters.CollisionShape2D direction for angled platforms.> MANDATORY: For movement feel, read the controller + modules — do not re-implement coyote/buffer/variable-jump inline.
sync_to_physics platforms.godot-camera-systems).Jump → Navigate Obstacles → Reach Goal → Next Level
godot-project-foundations, godot-characterbody-2d, godot-input-handling, godot-2d-animation, godot-audio-systems, godot-tilemap-mastery, godot-camera-systems, godot-monte-carlo-balancer
> MANDATORY read: advanced_platformer_controller.gd plus coyote_timer.gd / jump_buffer.gd / variable_jump.gd. Copy those modules; do not paste coyote/buffer recipes here.
Tune only these knobs in project code after reading the scripts:
| Knob | Expert default / note |
|------|------------------------|
| Coyote window | ~0.1s — without it, ledge jumps feel broken |
| Jump buffer | ~0.15s — early press must land as jump |
| Variable jump | Cut upward velocity on release |
| Apex / fall gravity | Higher fall multiplier after apex = snappier landings |
| CCD | Enable cast-ray CCD for fast projectiles / dashes |
| Moving platforms | AnimatableBody2D + sync_to_physics; set platform_on_leave |
| One-ways | one_way_drop_handler.gd — mask/layers, not ad-hoc disable |
Ground: instant direction response. Air: slightly reduced accel. Gravity scaled by delta; never velocity *= delta before move_and_slide().
Easy → Easy → Medium → CHECKPOINT → Medium → Hard → CHECKPOINT → Boss
Use platformer_camera.gd / peer godot-camera-systems for look-ahead — never blind jumps.
godot-genre-metroidvania| Pitfall | Solution |
|---------|----------|
| Floaty jumps | Increase fall gravity after apex |
| Imprecise landings | Coyote + buffer modules + land juice |
| Unfair deaths | Hazards telegraphed before contact |
| Blind jumps | Look-ahead camera / zoom triggers |
| Boring mid-game | New mechanic every 2–3 levels |
godot-camera-systems trauma)> MANDATORY for depth beyond decision trees and script catalog: platformer-movement-deep.md. Do NOT Load on first-pass wiring — use bundled scripts/ first.
CharacterBody2D for platformer characters - precise control is essentialset_collision_mask_value() or dedicated collision layersis_on_wall() and get_wall_normal() for wall jumps> Progressive disclosure: open Official Documentation links only when researching a specific API; load Related Skills when routing to a peer domain — do not preload the whole lattice.
Transforms vague UI ideas into polished, Stitch-optimized prompts. Enhances specificity, adds UI/UX keywords, injects design system context, and structures output for better generation results.
Generate memes using the memegen.link API. Use when users request memes, want to add humor to content, or need visual aids for social media. Supports 100+ popular templates with custom text and styling.
Fix PageSpeed Insights/Lighthouse accessibility "!" errors caused by contrast audit failures (CSS filters, OKLCH/OKLAB, low opacity, gradient text, image backgrounds). Use for accessibility-driven SEO/performance debugging and remediation.
> Brand-first landing page designer — runs a brand-identity interview (colors, typography, shape language), then generates and iterates on a polished landing page via Stitch with deployment-ready HTML. Use when the user asks to create, design, or build a landing page, homepage, or marketing page and has no established visual direction. Skip when they have a design mockup, need a dashboard or app UI, are working at component level, building a multi-page app, or restyling with known design tokens — use frontend-design instead.
Audit paid-ad landing pages for message match, mobile experience, performance, accessibility, trust, forms, consent, tracking, security, and conversion friction. Use for landing-page audit, post-click experience, LP audit, conversion-rate optimization, form optimization, ad-to-page message match, redirects, blocked navigation, or requests involving private, loopback, link-local, or metadata IP destinations.
Marketing landing page and conversion-focused product page reference. Use this skill when building hero sections, feature grids, pricing pages, testimonials, CTAs, footers, navigation bars, or any public-facing marketing surface. Covers a warm, professional, developer-friendly design language (cream backgrounds, generous whitespace, pill CTAs, corner-bracket card decorations) and a complete token set, animation system, and copy-paste component snippets. NOT for product/dashboard UIs — use frontend-design-saas for those.
Review UI code for Web Interface Guidelines compliance. Use when asked to "review my UI", "check accessibility", "audit design", "review UX", or "check my site against best practices". Focuses on visual design and interaction patterns. Do NOT use for performance audits (use core-web-vitals), SEO (use seo), or comprehensive site audits (use web-quality-audit).
Comprehensive web quality audit covering performance, accessibility, SEO, and best practices. Use when asked to "audit my site", "review web quality", "run lighthouse audit", "check page quality", or "optimize my website".
Take thedivergentai/godot-genre-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.