Build a 2D platformer: run/jump control with coyote time, jump buffering, and variable jump height, plus tiled levels and hazards.

Apache-2.0Auto-check passedGame Development

Install Platformer

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

Project install by default; add -g for ~/.claude/skills/.

GitHub CLI
$ gh skill install gamedev-skills/awesome-gamedev-agent-skills platformer --agent claude-code

Project scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).

Manual copy
$ git clone --depth 1 https://github.com/gamedev-skills/awesome-gamedev-agent-skills.git skills-src && mkdir -p .claude/skills && cp -r skills-src/skills/genres/platformer .claude/skills/platformer && rm -rf skills-src

Use ~/.claude/skills/ instead of .claude/skills for a personal install. The folder must contain SKILL.md.

Claude Code skills documentation · loads skills from .claude/skills/

Facts

Skill name
platformer
GitHub stars
1.4k
Token cost
~1.7k tokens
SKILL.md length
692 words
Files
2 (incl. references)
Skills in repo
53
Repo updated
First seen
Licence
Apache-2.0

At a glance

Build a 2D platformer: run/jump control with coyote time, jump buffering, and variable jump height, plus tiled levels and hazards.

  • Works in 3 steps: Solve jump physics from height + time… → Coyote time + jump buffer + variable… → One-way platforms
  • Mario/Celeste-like
  • SKILL.md covers When to use, Core loop, Must-have systems and Design knobs (make the jump…, plus 4 more sections
  • Instructions only: no scripts, shell commands, URLs or credentials in SKILL.md

What it does

Platformer is an agent skill from gamedev-skills/awesome-gamedev-agent-skills. 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.

Its SKILL.md is about 1.7k tokens, which your agent loads only when the skill is triggered. The skill folder holds 2 other files, including reference files (for example `references/feel-tuning.md`).

It sits in Game Development. The repository describes itself as: 74 game-dev skills for AI coding agents — Godot, Unity, Unreal, Phaser, PixiJS, three.js, Bevy, pygame, LÖVE, Roblox. Portable SKILL.md Agent Skills (the format Anthropic… The licence is Apache-2.0.

When your agent uses it

  • Mario/Celeste-like
  • Tuning jump feel

Example prompts

  • “/platformer”

Requirements

  • Python 3

Workflow steps

3 steps, taken from the step headings in SKILL.md.

  1. Solve jump physics from height + time (not magic numbers)
  2. Coyote time + jump buffer + variable height (the feel core)
  3. One-way platforms

What it can do on your machine

Read from SKILL.md and the folder at commit 0a70cfc. It shows what the files ask for, not the result of running them.

  • Tool permissions

    Pre-approves nothing: there is no allowed-tools line, so your agent's usual permission prompts apply.

    From allowed-tools in the SKILL.md frontmatter.

  • Runs code

    No scripts in the folder and no shell commands in SKILL.md (its code samples are python).

    From the folder's file list and the shell code blocks in SKILL.md.

  • Network

    No URLs in SKILL.md.

    From URLs in SKILL.md, links to its own repository left out.

  • Credentials

    Names no API keys, tokens, secrets or passwords.

    From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.

Context cost

Platformer loads about 1.7k tokens when it runs, and up to ~3k if it reads all its reference files. Until then it costs about 52 tokens; SKILL.md has 692 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~52
When it runs · the whole SKILL.md, loaded when a task matches
~1.7k
With references · SKILL.md plus every file in references/, read only if the agent opens them
~3k

Estimates: characters ÷ 4, the usual rule of thumb; real counts depend on the model's tokenizer. Scripts and assets cost tokens only if the agent reads them.

Safety

Auto-check passed

The automated check found no risky patterns in SKILL.md.

Automated static check — not a guarantee. Review scripts before installing. It scans the text of SKILL.md for risky patterns (piping downloads into a shell, reading credential files, hidden Unicode, destructive commands); files beside SKILL.md are not scanned.

SKILL.md

The full file from gamedev-skills/awesome-gamedev-agent-skills at commit 0a70cfc, republished under its Apache-2.0 licence (© gamedev-skills). 692 words, ~1,674 tokens.

Download SKILL.mdSave it as .claude/skills/platformer/SKILL.md (or your agent's skills folder). This skill also uses 1 other file; get the full folder from GitHub.
name
platformer
description
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.

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.

KnobEffectSane starting point
Max jump heightreach3–4 tiles
Time to apex"weight"/snappiness0.30–0.40 s
Fall gravity multipliersnappy, non-floaty fall1.5–2.0× rise gravity
Coyote timejump just after leaving a ledge0.08–0.12 s (~5–7 frames @60)
Jump bufferpress just before landing still jumps0.10–0.15 s
Variable jump cuttap = short hop, hold = fullcut upward velocity ×0.4–0.5 on release
Apex hangbrief float at the top for air controlreduce gravity ×0.5 near `
Ground accel / frictionresponsiveness vs. icereach top speed in 0.05–0.1 s
Corner correctionnudge past a ledge clipped by 1–2 pxnudge 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)
python
# 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
Show full SKILL.md (273 more words)Show less
2. Coyote time + jump buffer + variable height (the feel core)
python
# 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.

© gamedev-skills, Apache-2.0. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file

Files

SKILL.md and 1 other file (references) in skills/genres/platformer of gamedev-skills/awesome-gamedev-agent-skills.

  • SKILL.md
  • references/feel-tuning.md

Open the folder on GitHubat commit 0a70cfc

Compare with similar skills

Platformer next to the 5 skills that share the most tags, products or categories with it. Stars are the repository's; “used in” counts other GitHub owners with a copy.

Platformer compared with similar skills
SkillStarsUsed inTokensAuto-checkLicenceRepo updated
Platformer this skillgamedev-skills/awesome-gamedev-agent-skills1.4k—~1.7kAutomated safety check: PassApache-2.0
Image to Three.js Modelimg2threejs/img2threejs18k1 repos~8.2kAutomated safety check: PassApache-2.0
Web CloneJane-xiaoer/claude-skill-web-clone1k1 repos~2.7kAutomated safety check: PassMIT
Threejs Game Directormajidmanzarpour/threejs-game-skills2.5k—~2.2kAutomated safety check: PassMIT
Game Asset Generatorhtdt/godogen7.1k—~2.8kAutomated safety check: PassMIT
Threejs Gameplay Systemsvalkor-ai/loom1.2k1 repos~1.4kAutomated safety check: PassApache-2.0

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Questions about Platformer

What does Platformer do?

Build a 2D platformer: run/jump control with coyote time, jump buffering, and variable jump height, plus tiled levels and hazards. Platformer is an agent skill from gamedev-skills/awesome-gamedev-agent-skills. Build a 2D platformer: run/jump control with coyote time, jump buffering, and variable jump height, plus tiled levels and hazards.

When should I use Platformer?

Platformer fits situations like: mario/Celeste-like; tuning jump feel.

How do I install Platformer in Claude Code?

Run `npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill platformer -a claude-code`. Or copy the skill folder (skills/genres/platformer in gamedev-skills/awesome-gamedev-agent-skills) into .claude/skills/platformer in your project. Claude Code loads it when a task matches its description.

How do I install Platformer in Codex?

Run `npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill platformer -a codex`. Or copy the skill folder (skills/genres/platformer in gamedev-skills/awesome-gamedev-agent-skills) into .agents/skills/platformer in your project. Codex loads it when a task matches its description.

Can I use Platformer in Cursor, Gemini CLI or GitHub Copilot?

Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill platformer -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/platformer, .gemini/skills/platformer, .github/skills/platformer and .opencode/skills/platformer in your project.

What does Platformer need to run?

SKILL.md names no scripts, command-line tools or credentials: Platformer is instructions for the agent only. Our summary lists: Python 3.

Does Platformer access the network?

SKILL.md contains no URLs. Any network use would come from the scripts or tools the agent runs. This is read from the text; nothing was executed.

Is Platformer safe to install?

Our automated static check of SKILL.md found no risky patterns, such as piping downloads into a shell, reading credential files or hidden Unicode. It is not a guarantee. Review the folder before installing.

What licence does Platformer use?

Platformer is published under the Apache-2.0 licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.

How many tokens does Platformer use?

About 1.7k tokens (SKILL.md is roughly 6.7k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full. Its references folder adds about 1.3k tokens, read only when the agent opens those files.

What are the alternatives to Platformer?

Skills that share tags, products or a category with Platformer: Image to Three.js Model (img2threejs/img2threejs, 18k stars), Web Clone (Jane-xiaoer/claude-skill-web-clone, 1k stars), Threejs Game Director (majidmanzarpour/threejs-game-skills, 2.5k stars) and Game Asset Generator (htdt/godogen, 7.1k stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Platformer?

gamedev-skills (a GitHub organization) maintains it in gamedev-skills/awesome-gamedev-agent-skills, which has 1,389 GitHub stars. The repository holds 53 skills in this directory. The repository was last updated on October 9, 2026.

Source: gamedev-skills/awesome-gamedev-agent-skills on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.