Agent skill

platformer

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

gamedev-skillsgithub.com/gamedev-skillsGitHub ↗
claude-codeclinecodexcursorcopilotwindsurfApache-2.0
Install
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill platformer --agent claude-code

Same command for any agent — swap --agent for codex, cursor, copilot.

Facts
Files in the skill folder: 2
SKILL.md size: 7 KB
Bundled scripts: none
Requires: Engine-agnostic design patterns; snippets are pseudocode (port to your engine)
Path: skills/genres/platformer/SKILL.md
Open the folder on GitHub →
Where it comes from
Stars: 406
Language: Python

Weekly change comes from our own snapshots, not the repository page — it measures attention, not adoption.

From the SKILL.md

# 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; ev

What's inside
Steps it walks through
  1. When to use
  2. Core loop
  3. Must-have systems
  4. Design knobs (make the jump feel right)
  5. Patterns
  6. 1. Solve jump physics from height + time (not magic numbers)
  7. 2. Coyote time + jump buffer + variable height (the feel core)
  8. 3. One-way platforms
  9. Pitfalls / failure modes
  10. Composition (build it from these skills)
  11. References
Ships with 1 file
  • references/feel-tuning.md
More from awesome-gamedev-agent-skills
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About this skill
What does the platformer skill do?

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

How do I install it?

Run `npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill platformer --agent claude-code` — it drops the skill into your project so the agent can pick it up. Swap the --agent value for codex, cursor or copilot if you use one of those.

Where does this skill come from?

From gamedev-skills/awesome-gamedev-agent-skills, a repository with 406 stars. We read it straight from the repository tree rather than a submitted listing, so what you see here is what is actually published.

Is a popular skill a good skill?

Not necessarily. Stars measure attention, not adoption — a repository can trend for a week and be abandoned. That is why we show the weekly change from our own snapshots next to the total, instead of a single flattering number.

Keep going