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 — 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_physics platforms.
- 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
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
CharacterBody2D for 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() 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 — 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
Master
- godot-master — library router and mirrored module entry for cross-skill discovery.
1---2name: godot-genre-platformer3description: 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.4---5
6## NEVER Do (Expert Anti-Patterns)
7
8### Physics & Movement Feel
9- NEVER multiply velocity by `delta` before `move_and_slide()`; the method internalizes the timestep.
10- NEVER skip **Coyote Time** (approx 0.1s); without this grace period, jumps will feel unresponsive when walking off ledges.
11- NEVER ignore **Jump Buffering** (approx 0.15s); players expect to jump the instant they touch the ground if they pressed the button early.
12- NEVER use a fixed jump height; strictly implement **Variable Jump Height** (cut velocity on release) for player expression.
13- NEVER forget to scale gravity by `delta` before adding to velocity; gravity is an acceleration and must be frame-rate independent.
14- NEVER rely on discrete collision for high-speed movement; strictly use `CCD_MODE_CAST_RAY` to prevent tunneling through geometry.
15- NEVER use `move_and_collide()` for standard traversal; it lacks the slope/stair handling of `move_and_slide()`.
16- NEVER check coyote or buffer timers using exact equality (== 0.0); strictly use `is_equal_approx()` or `>= 0.0`.
17
18### Polish & Level Design
19- NEVER use linear camera snapping; strictly use **Camera Smoothing** or `lerp()` to prevent motion sickness.
20- NEVER skip **Squash and Stretch** on jump/land; movement feels weightless without these subtle visual "juice" cues.
21- NEVER create **Blind Jumps**; strictly use camera look-ahead or zoom triggers to reveal landing zones.
22- NEVER use individual `Sprite2D` nodes for level geometry; strictly use **TileMapLayer** for optimized collision and rendering.
23- NEVER use complex/concave `CollisionShape2D` for the player; strictly favor primitive shapes (Capsule/Rectangle) for stability.
24
25### Architecture & Performance
26- NEVER use `CharacterBody2D` for simple moving platforms; strictly use **AnimatableBody2D** and enable `sync_to_physics`.
27- NEVER ignore `platform_on_leave` for descending platforms; use `PLATFORM_ON_LEAVE_ADD_UPWARD_VELOCITY` to preserve jump impulse.
28- NEVER disable `recovery_as_collision` on the player character; it is required for correct floor snapping reports.
29- NEVER use the `!` (NOT) operator in AnimationTree expressions; strictly use `is_walking == false`.
30- NEVER use standard Strings for high-frequency state checks; strictly use `StringName` (e.g., `&"jumping"`).
31- NEVER load heavy level chunks synchronously; strictly use `ResourceLoader.load_threaded_request()` to prevent frame stutters.
32
33---
34
35## Available Scripts
36
37> **MANDATORY**: For movement feel, read the controller + modules — do not re-implement coyote/buffer/variable-jump inline.
38
39### Controllers (golden path)
40- [advanced_platformer_controller.gd](scripts/advanced_platformer_controller.gd) — **MANDATORY** before any precision jump/run controller.
41- [platformer_controller_2d.gd](scripts/platformer_controller_2d.gd) — Leaner CharacterBody2D baseline when the advanced stack is overkill.
42- [player_ground_controller.gd](scripts/player_ground_controller.gd) — Floor constant speed + slope snap refinements.
43
44### Movement modules
45- [coyote_timer.gd](scripts/coyote_timer.gd) — **MANDATORY** with jump feel work (or use the integrated advanced controller).
46- [jump_buffer.gd](scripts/jump_buffer.gd) — **MANDATORY** with coyote for landing responsiveness.
47- [variable_jump.gd](scripts/variable_jump.gd) — **MANDATORY** for release-cutoff height expression.
48- [wall_slide_sensor.gd](scripts/wall_slide_sensor.gd) — Nodeless wall detection.
49- [ledge_grab_sensor.gd](scripts/ledge_grab_sensor.gd) — Shape-query ledge grabs.
50- [one_way_drop_handler.gd](scripts/one_way_drop_handler.gd) — **MANDATORY** before drop-through / one-way platform input.
51- [custom_collision_slider.gd](scripts/custom_collision_slider.gd) — High-speed inter-frame slide response.
52
53### World / camera / polish
54- [synchronized_platform.gd](scripts/synchronized_platform.gd) — AnimatableBody2D `sync_to_physics` platforms.
55- [fast_projectile_ccd.gd](scripts/fast_projectile_ccd.gd) — CCD to stop tunneling.
56- [platformer_animation_sync.gd](scripts/platformer_animation_sync.gd) — Boolean-safe AnimationTree sync.
57- [platformer_camera.gd](scripts/platformer_camera.gd) — Look-ahead / smoothing (pair with `godot-camera-systems`).
58- [game_feel_helper.gd](scripts/game_feel_helper.gd) — Tween squash/stretch on visual node (pivot at feet).
59- [speed_trail.gd](scripts/speed_trail.gd) — GPUParticles trail toggle for dash/run juice.
60- [checkpoint.gd](scripts/checkpoint.gd) — Area2D checkpoint id + SaveManager position hook.
61
62---
63
64## Core Loop
65
66`Jump → Navigate Obstacles → Reach Goal → Next Level`
67
68## Skill Chain
69
70`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`
71
72---
73
74## Movement Feel — Decision Knobs (not tutorials)
75
76> **MANDATORY read**: [advanced_platformer_controller.gd](scripts/advanced_platformer_controller.gd) plus [coyote_timer.gd](scripts/coyote_timer.gd) / [jump_buffer.gd](scripts/jump_buffer.gd) / [variable_jump.gd](scripts/variable_jump.gd). Copy those modules; do not paste coyote/buffer recipes here.
77
78Tune only these knobs in project code after reading the scripts:
79
80| Knob | Expert default / note |
81|------|------------------------|
82| Coyote window | ~0.1s — without it, ledge jumps feel broken |
83| Jump buffer | ~0.15s — early press must land as jump |
84| Variable jump | Cut upward velocity on release |
85| Apex / fall gravity | Higher fall multiplier after apex = snappier landings |
86| CCD | Enable cast-ray CCD for fast projectiles / dashes |
87| Moving platforms | `AnimatableBody2D` + `sync_to_physics`; set `platform_on_leave` |
88| One-ways | [one_way_drop_handler.gd](scripts/one_way_drop_handler.gd) — mask/layers, not ad-hoc disable |
89
90Ground: instant direction response. Air: slightly reduced accel. Gravity scaled by `delta`; never `velocity *= delta` before `move_and_slide()`.
91
92---
93
94## Level Design Principles
95
96### The "Teaching Trilogy"
971. **Introduction** — safe learn → 2. **Challenge** — moderate risk → 3. **Twist** — combine / time pressure
98
99### Flow and Pacing
100`Easy → Easy → Medium → CHECKPOINT → Medium → Hard → CHECKPOINT → Boss`
101
102### Camera
103Use [platformer_camera.gd](scripts/platformer_camera.gd) / peer `godot-camera-systems` for look-ahead — never blind jumps.
104
105---
106
107## Platformer Sub-Genres
108
109- **Precision** (Celeste / Super Meat Boy) — instant respawn, tight controls, frequent checkpoints
110- **Collectathon** — hub worlds, ability unlocks, backtracking
111- **Puzzle** — slow pacing, environmental physics
112- **Metroidvania** — route to `godot-genre-metroidvania`
113
114---
115
116## Common Pitfalls
117
118| Pitfall | Solution |
119|---------|----------|
120| Floaty jumps | Increase fall gravity after apex |
121| Imprecise landings | Coyote + buffer modules + land juice |
122| Unfair deaths | Hazards telegraphed before contact |
123| Blind jumps | Look-ahead camera / zoom triggers |
124| Boring mid-game | New mechanic every 2–3 levels |
125
126---
127
128## Polish Checklist
129
130- [ ] Dust particles on land/run
131- [ ] Screen shake on heavy landings (`godot-camera-systems` trauma)
132- [ ] Squash/stretch on jump/land (visual pivot at feet)
133- [ ] SFX for jump/land/wall-slide
134- [ ] Checkpoint visual/audio feedback
135- [ ] Assist mode / remappable controls
136
137> **MANDATORY** for depth beyond decision trees and script catalog: [platformer-movement-deep.md](references/platformer-movement-deep.md). **Do NOT Load** on first-pass wiring — use bundled `scripts/` first.
138
139## Godot-Specific Tips
140
1411. **CharacterBody2D vs RigidBody2D**: Always use `CharacterBody2D` for platformer characters - precise control is essential
1422. **Physics tick rate**: Consider 120Hz physics for smoother movement
1433. **One-way platforms**: Use `set_collision_mask_value()` or dedicated collision layers
1444. **Wall detection**: Use `is_on_wall()` and `get_wall_normal()` for wall jumps
145
146---
147
148## Example Games for Reference
149
150- **Celeste** - Perfect game feel, assist mode accessibility
151- **Hollow Knight** - Combat + platforming integration
152- **Super Mario Bros. Wonder** - Visual polish and surprises
153- **Shovel Knight** - Retro mechanics with modern feel
154
155## Reference
156
157> 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.
158
159### Official Documentation
160- [Using CharacterBody2D](https://docs.godotengine.org/en/stable/tutorials/physics/using_character_body_2d.html) — move_and_slide floor/wall/ceiling reports, slope snap, and platform_on_leave behavior that platformer feel depends on.
161- [CharacterBody2D](https://docs.godotengine.org/en/stable/classes/class_characterbody2d.html) — floor_constant_speed, floor_snap_length, recovery_as_collision, and motion-mode knobs for precision controllers.
162- [Physics introduction](https://docs.godotengine.org/en/stable/tutorials/physics/physics_introduction.html) — collision layers/masks for player, one-ways, hazards, and projectiles without accidental overlaps.
163- [Collision shapes (2D)](https://docs.godotengine.org/en/stable/tutorials/physics/collision_shapes_2d.html) — why capsule/rectangle player shapes stay stable vs concave geometry.
164- [2D movement overview](https://docs.godotengine.org/en/stable/tutorials/2d/2d_movement.html) — CharacterBody vs RigidBody tradeoffs and common input→velocity patterns.
165- [Using TileMaps](https://docs.godotengine.org/en/stable/tutorials/2d/using_tilemaps.html) — TileMapLayer collision for level geometry instead of per-sprite StaticBodies.
166- [Using TileSets](https://docs.godotengine.org/en/stable/tutorials/2d/using_tilesets.html) — one-way collision and physics layers authored in the tileset for drop-through platforms.
167- [AnimatableBody2D](https://docs.godotengine.org/en/stable/classes/class_animatablebody2d.html) — sync_to_physics moving platforms that riders must stick to without jitter.
168- [Camera2D](https://docs.godotengine.org/en/stable/classes/class_camera2d.html) — position smoothing, drag margins, and look-ahead offsets that prevent blind jumps and motion sickness.
169- [Using AnimationTree](https://docs.godotengine.org/en/stable/tutorials/animation/animation_tree.html) — boolean advance conditions for idle/run/air states without unsafe expression negation.
170- [Ray-casting](https://docs.godotengine.org/en/stable/tutorials/physics/ray-casting.html) — nodeless wall-slide and ledge queries via PhysicsDirectSpaceState2D.
171- [Input examples](https://docs.godotengine.org/en/stable/tutorials/inputs/input_examples.html) — action just-pressed/released patterns behind jump buffer and variable jump cutoff.
172
173### Related Skills
174
175#### Prerequisites
176- [godot-project-foundations](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-project-foundations/SKILL.md) — project settings, input map actions, and scene structure before wiring coyote/buffer timers.
177- [godot-characterbody-2d](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-characterbody-2d/SKILL.md) — move_and_slide grounding, slopes, and wall normals that every precision jump builds on.
178- [godot-input-handling](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-input-handling/SKILL.md) — remappable jump/move actions and unhandled-input buffering for assist-mode accessibility.
179
180#### Complements
181- [godot-2d-physics](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-2d-physics/SKILL.md) — layers, CCD, Area2D hazards, and AnimatableBody platforms beyond the controller core.
182- [godot-tilemap-mastery](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-tilemap-mastery/SKILL.md) — TileMapLayer/TileSet one-ways and collision painting for teachable level geometry.
183- [godot-camera-systems](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-camera-systems/SKILL.md) — look-ahead, room cameras, and smoothing that reveal landings without blind jumps.
184- [godot-animation-tree-mastery](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-animation-tree-mastery/SKILL.md) — AnimationTree conditions synced from is_on_floor / velocity for juice-safe state graphs.
185- [godot-2d-animation](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-2d-animation/SKILL.md) — squash/stretch and land/run cycles that sell weight after physics resolves.
186- [godot-particles](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-particles/SKILL.md) — dust trails and land puffs called from jump/land events.
187- [godot-audio-systems](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-audio-systems/SKILL.md) — jump/land/wall-slide SFX timing that reinforces responsive feel.
188- [godot-monte-carlo-balancer](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-monte-carlo-balancer/SKILL.md) — sample coyote/buffer/gravity/jump knobs and level difficulty curves before shipping assist defaults.
189
190#### Downstream / consumers
191- [godot-genre-metroidvania](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-genre-metroidvania/SKILL.md) — ability-gated exploration that reuses precision movement and TileMap rooms.
192- [godot-save-load-systems](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-save-load-systems/SKILL.md) — checkpoint position persistence across deaths and scene reloads.
193
194#### Master
195- [godot-master](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-master/SKILL.md) — library router and mirrored module entry for cross-skill discovery.