godot-genre-platformer
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.
How do I install this agent skill?
npx skills add https://github.com/thedivergentai/gd-agentic-skills --skill godot-genre-platformerIs this agent skill safe to install?
- Gen Agent Trust Hubpass
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.
- Socketpass
No alerts
- Snykpass
Risk: LOW · No issues
- Runlayerwarn
3/3 files flagged
What does this agent skill do?
NEVER Do (Expert Anti-Patterns)
Physics & Movement Feel
- NEVER multiply velocity by
deltabeforemove_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
deltabefore 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_RAYto prevent tunneling through geometry. - NEVER use
move_and_collide()for standard traversal; it lacks the slope/stair handling ofmove_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
Sprite2Dnodes for level geometry; strictly use TileMapLayer for optimized collision and rendering. - NEVER use complex/concave
CollisionShape2Dfor the player; strictly favor primitive shapes (Capsule/Rectangle) for stability.
Architecture & Performance
- NEVER use
CharacterBody2Dfor simple moving platforms; strictly use AnimatableBody2D and enablesync_to_physics. - NEVER ignore
platform_on_leavefor descending platforms; usePLATFORM_ON_LEAVE_ADD_UPWARD_VELOCITYto preserve jump impulse. - NEVER disable
recovery_as_collisionon the player character; it is required for correct floor snapping reports. - NEVER use the
!(NOT) operator in AnimationTree expressions; strictly useis_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 — do not re-implement coyote/buffer/variable-jump inline.
Controllers (golden path)
- advanced_platformer_controller.gd — MANDATORY before any precision jump/run controller.
- platformer_controller_2d.gd — Leaner CharacterBody2D baseline when the advanced stack is overkill.
- player_ground_controller.gd — Floor constant speed + slope snap refinements.
Movement modules
- coyote_timer.gd — MANDATORY with jump feel work (or use the integrated advanced controller).
- jump_buffer.gd — MANDATORY with coyote for landing responsiveness.
- variable_jump.gd — MANDATORY for release-cutoff height expression.
- wall_slide_sensor.gd — Nodeless wall detection.
- ledge_grab_sensor.gd — Shape-query ledge grabs.
- one_way_drop_handler.gd — MANDATORY before drop-through / one-way platform input.
- custom_collision_slider.gd — High-speed inter-frame slide response.
World / camera / polish
- synchronized_platform.gd — AnimatableBody2D
sync_to_physicsplatforms. - fast_projectile_ccd.gd — CCD to stop tunneling.
- platformer_animation_sync.gd — Boolean-safe AnimationTree sync.
- platformer_camera.gd — Look-ahead / smoothing (pair with
godot-camera-systems). - game_feel_helper.gd — Tween squash/stretch on visual node (pivot at feet).
- speed_trail.gd — GPUParticles trail toggle for dash/run juice.
- checkpoint.gd — Area2D checkpoint id + SaveManager position hook.
Core Loop
Jump → Navigate Obstacles → Reach Goal → 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 — 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 — 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().
Level Design Principles
The "Teaching Trilogy"
- Introduction — safe learn → 2. Challenge — moderate risk → 3. Twist — combine / time pressure
Flow and Pacing
Easy → Easy → Medium → CHECKPOINT → Medium → Hard → CHECKPOINT → Boss
Camera
Use platformer_camera.gd / peer godot-camera-systems for look-ahead — never blind jumps.
Platformer Sub-Genres
- Precision (Celeste / Super Meat Boy) — instant respawn, tight controls, frequent checkpoints
- Collectathon — hub worlds, ability unlocks, backtracking
- Puzzle — slow pacing, environmental physics
- Metroidvania — 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-systemstrauma) - 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 — use bundled
scripts/first.
Godot-Specific Tips
- CharacterBody2D vs RigidBody2D: Always use
CharacterBody2Dfor platformer characters - precise control is essential - Physics tick rate: Consider 120Hz physics for smoother movement
- One-way platforms: Use
set_collision_mask_value()or dedicated collision layers - Wall detection: Use
is_on_wall()andget_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 — do not preload the whole lattice.
Official Documentation
- Using CharacterBody2D — move_and_slide floor/wall/ceiling reports, slope snap, and platform_on_leave behavior that platformer feel depends on.
- CharacterBody2D — floor_constant_speed, floor_snap_length, recovery_as_collision, and motion-mode knobs for precision controllers.
- Physics introduction — collision layers/masks for player, one-ways, hazards, and projectiles without accidental overlaps.
- Collision shapes (2D) — why capsule/rectangle player shapes stay stable vs concave geometry.
- 2D movement overview — CharacterBody vs RigidBody tradeoffs and common input→velocity patterns.
- Using TileMaps — TileMapLayer collision for level geometry instead of per-sprite StaticBodies.
- Using TileSets — one-way collision and physics layers authored in the tileset for drop-through platforms.
- AnimatableBody2D — sync_to_physics moving platforms that riders must stick to without jitter.
- Camera2D — position smoothing, drag margins, and look-ahead offsets that prevent blind jumps and motion sickness.
- Using AnimationTree — boolean advance conditions for idle/run/air states without unsafe expression negation.
- Ray-casting — nodeless wall-slide and ledge queries via PhysicsDirectSpaceState2D.
- Input examples — action just-pressed/released patterns behind jump buffer and variable jump cutoff.
Related Skills
Prerequisites
- godot-project-foundations — project settings, input map actions, and scene structure before wiring coyote/buffer timers.
- godot-characterbody-2d — move_and_slide grounding, slopes, and wall normals that every precision jump builds on.
- godot-input-handling — remappable jump/move actions and unhandled-input buffering for assist-mode accessibility.
Complements
- godot-2d-physics — layers, CCD, Area2D hazards, and AnimatableBody platforms beyond the controller core.
- godot-tilemap-mastery — TileMapLayer/TileSet one-ways and collision painting for teachable level geometry.
- godot-camera-systems — look-ahead, room cameras, and smoothing that reveal landings without blind jumps.
- godot-animation-tree-mastery — AnimationTree conditions synced from is_on_floor / velocity for juice-safe state graphs.
- godot-2d-animation — squash/stretch and land/run cycles that sell weight after physics resolves.
- godot-particles — dust trails and land puffs called from jump/land events.
- godot-audio-systems — jump/land/wall-slide SFX timing that reinforces responsive feel.
- godot-monte-carlo-balancer — sample coyote/buffer/gravity/jump knobs and level difficulty curves before shipping assist defaults.
Downstream / consumers
- godot-genre-metroidvania — ability-gated exploration that reuses precision movement and TileMap rooms.
- godot-save-load-systems — checkpoint position persistence across deaths and scene reloads.
Master
- godot-master — library router and mirrored module entry for cross-skill discovery.
How can the creator link this skill?
Add the canonical catalog link to the repository README so users can inspect current installs and available audits. The publishing guide covers the complete discovery path.
<a href="https://skillzs.dev/skills/thedivergentai/gd-agentic-skills/godot-genre-platformer">View godot-genre-platformer on skillZs</a>