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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.

Use this Skill: https://skilld.dev/gh/thedivergentai/gd-agentic-skills/godot-genre-platformer

This session only. Nothing lands on disk.

SKILL.md

β‰ˆ133 tokens always: the name and description. β‰ˆ3.4k when used: this file. β‰ˆ2k more on demand in 2 files.

NEVER Do (Expert Anti-Patterns)

Physics & Movement Feel

  • NEVER multiply velocity by delta before move_and_slide(); the method internalizes the timestep.
  • NEVER skip Coyote Time (approx 0.1s); without this grace period, jumps will feel unresponsive when walking off ledges.
  • NEVER ignore Jump Buffering (approx 0.15s); players expect to jump the instant they touch the ground if they pressed the button early.
  • NEVER use a fixed jump height; strictly implement Variable Jump Height (cut velocity on release) for player expression.
  • NEVER forget to scale gravity by delta before adding to velocity; gravity is an acceleration and must be frame-rate independent.
  • NEVER rely on discrete collision for high-speed movement; strictly use CCD_MODE_CAST_RAY to prevent tunneling through geometry.
  • NEVER use move_and_collide() for standard traversal; it lacks the slope/stair handling of move_and_slide().
  • NEVER check coyote or buffer timers using exact equality (== 0.0); strictly use is_equal_approx() or >= 0.0.

Polish & Level Design

  • NEVER use linear camera snapping; strictly use Camera Smoothing or lerp() to prevent motion sickness.
  • NEVER skip Squash and Stretch on jump/land; movement feels weightless without these subtle visual "juice" cues.
  • NEVER create Blind Jumps; strictly use camera look-ahead or zoom triggers to reveal landing zones.
  • NEVER use individual Sprite2D nodes for level geometry; strictly use TileMapLayer for optimized collision and rendering.
  • NEVER use complex/concave CollisionShape2D for the player; strictly favor primitive shapes (Capsule/Rectangle) for stability.

Architecture & Performance

  • NEVER use CharacterBody2D for simple moving platforms; strictly use AnimatableBody2D and enable sync_to_physics.
  • NEVER ignore platform_on_leave for descending platforms; use PLATFORM_ON_LEAVE_ADD_UPWARD_VELOCITY to preserve jump impulse.
  • NEVER disable recovery_as_collision on the player character; it is required for correct floor snapping reports.
  • NEVER use the ! (NOT) operator in AnimationTree expressions; strictly use is_walking == false.
  • NEVER use standard Strings for high-frequency state checks; strictly use StringName (e.g., &"jumping").
  • NEVER load heavy level chunks synchronously; strictly use ResourceLoader.load_threaded_request() to prevent frame stutters.

Available Scripts

MANDATORY: For movement feel, read the controller + modules β€” do not re-implement coyote/buffer/variable-jump inline.

Controllers (golden path)

Movement modules

World / camera / polish


Core Loop

Jump β†’ Navigate Obstacles β†’ Reach Goal β†’ Next Level

Skill Chain

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


Movement Feel β€” Decision Knobs (not tutorials)

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 β€” without it, ledge jumps feel broken
Jump buffer ~0.15s β€” 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 β€” 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().


Level Design Principles

The "Teaching Trilogy"

  1. Introduction β€” safe learn β†’ 2. Challenge β€” moderate risk β†’ 3. Twist β€” combine / time pressure

Flow and Pacing

Easy β†’ Easy β†’ Medium β†’ CHECKPOINT β†’ Medium β†’ Hard β†’ CHECKPOINT β†’ Boss

Camera

Use platformer_camera.gd / peer godot-camera-systems for look-ahead β€” never blind jumps.


Platformer Sub-Genres

  • Precision (Celeste / Super Meat Boy) β€” instant respawn, tight controls, frequent checkpoints
  • Collectathon β€” hub worlds, ability unlocks, backtracking
  • Puzzle β€” slow pacing, environmental physics
  • Metroidvania β€” route to godot-genre-metroidvania

Common Pitfalls

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

Polish Checklist

  • Dust particles on land/run
  • Screen shake on heavy landings (godot-camera-systems trauma)
  • Squash/stretch on jump/land (visual pivot at feet)
  • SFX for jump/land/wall-slide
  • Checkpoint visual/audio feedback
  • Assist mode / remappable controls

MANDATORY for depth beyond decision trees and script catalog: platformer-movement-deep.md. Do NOT Load on first-pass wiring β€” use bundled scripts/ first.

Godot-Specific Tips

  1. CharacterBody2D vs RigidBody2D: Always use CharacterBody2D for platformer characters - precise control is essential
  2. Physics tick rate: Consider 120Hz physics for smoother movement
  3. One-way platforms: Use set_collision_mask_value() or dedicated collision layers
  4. Wall detection: Use is_on_wall() and get_wall_normal() for wall jumps

Example Games for Reference

  • Celeste - Perfect game feel, assist mode accessibility
  • Hollow Knight - Combat + platforming integration
  • Super Mario Bros. Wonder - Visual polish and surprises
  • Shovel Knight - Retro mechanics with modern feel

Reference

Progressive disclosure: open Official Documentation links only when researching a specific API; load Related Skills when routing to a peer domain β€” do not preload the whole lattice.

Official Documentation

  • Using CharacterBody2D β€” move_and_slide floor/wall/ceiling reports, slope snap, and platform_on_leave behavior that platformer feel depends on.
  • CharacterBody2D β€” floor_constant_speed, floor_snap_length, recovery_as_collision, and motion-mode knobs for precision controllers.
  • Physics introduction β€” collision layers/masks for player, one-ways, hazards, and projectiles without accidental overlaps.
  • Collision shapes (2D) β€” why capsule/rectangle player shapes stay stable vs concave geometry.
  • 2D movement overview β€” CharacterBody vs RigidBody tradeoffs and common inputβ†’velocity patterns.
  • Using TileMaps β€” TileMapLayer collision for level geometry instead of per-sprite StaticBodies.
  • Using TileSets β€” one-way collision and physics layers authored in the tileset for drop-through platforms.
  • AnimatableBody2D β€” sync_to_physics moving platforms that riders must stick to without jitter.
  • Camera2D β€” position smoothing, drag margins, and look-ahead offsets that prevent blind jumps and motion sickness.
  • Using AnimationTree β€” boolean advance conditions for idle/run/air states without unsafe expression negation.
  • Ray-casting β€” nodeless wall-slide and ledge queries via PhysicsDirectSpaceState2D.
  • Input examples β€” action just-pressed/released patterns behind jump buffer and variable jump cutoff.

Related Skills

Prerequisites
  • godot-project-foundations β€” project settings, input map actions, and scene structure before wiring coyote/buffer timers.
  • godot-characterbody-2d β€” move_and_slide grounding, slopes, and wall normals that every precision jump builds on.
  • godot-input-handling β€” remappable jump/move actions and unhandled-input buffering for assist-mode accessibility.
Complements
  • godot-2d-physics β€” layers, CCD, Area2D hazards, and AnimatableBody platforms beyond the controller core.
  • godot-tilemap-mastery β€” TileMapLayer/TileSet one-ways and collision painting for teachable level geometry.
  • godot-camera-systems β€” look-ahead, room cameras, and smoothing that reveal landings without blind jumps.
  • godot-animation-tree-mastery β€” AnimationTree conditions synced from is_on_floor / velocity for juice-safe state graphs.
  • godot-2d-animation β€” squash/stretch and land/run cycles that sell weight after physics resolves.
  • godot-particles β€” dust trails and land puffs called from jump/land events.
  • godot-audio-systems β€” jump/land/wall-slide SFX timing that reinforces responsive feel.
  • godot-monte-carlo-balancer β€” sample coyote/buffer/gravity/jump knobs and level difficulty curves before shipping assist defaults.
Downstream / consumers
Master
  • godot-master β€” library router and mirrored module entry for cross-skill discovery.

Source: SKILL.md on GitHub

1 warning17d4 checks Β· Risk SAFE
  • Gen Agent Trust Hub17d

    The skill provides expert-level blueprints, GDScript modules, and architectural guidance for building platformer games in Godot. It covers precision movement, game feel polish, level design principles, and technical implementation details without any security risks.

  • Socket17d

    No alerts

  • Snyk17d

    Risk: LOW Β· No issues

  • Runlayer7mo

    3/3 files flagged

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