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How to make a platformer game: jumps, traps and levels

Platformers live or die by one thing: how the jump feels. Get that right and even a plain level is fun. Here's how to make one with AI, from the first jump to levels other people build.

Tune the jump first

Before you add enemies or art, play the jump. Is it snappy or floaty? Can you change direction in the air? Does holding the button jump higher? Ask for one change at a time and try it again.

  • Coyote time: a moment of grace after running off a ledge makes jumps feel fair.
  • Jump buffering: a press just before landing still counts.
  • Variable height: a tap for a hop, a hold for a big jump.

Make the first level teach

The first level should teach every move without words: a small gap before a big one, a slow hazard before a fast one. If players die on the first screen, make it easier. You can always make later levels harder.

Add one signature trap

Most memorable platformers have one idea you don't see elsewhere: floors that fall, a door that runs away, gravity that flips. Describe yours in one sentence and build levels around it.

Make danger easy to read

Players forgive hard jumps but not surprises they couldn't see coming. Give every hazard a clear look and a moment of warning: spikes that twitch before they pop, a floor that cracks before it falls. Ask the builder for a short "tell" on anything that can hurt you.

Respawn fast. A platformer where you're back in action half a second after a mistake feels fair even when it's brutal; a long death animation makes the same level feel mean.

Let players make levels

Ask for a level editor and players can build and share their own levels for your game. It keeps a game alive long after you've finished it.

Playtest with someone else

You know where every trap is, so you're the worst judge of your own first level. Publish, send the link to a friend and watch where they get stuck. That spot is your next change.

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