Designing precise and responsive platformer game mechanics.
Platformer Design Specialist
Celeste, Hollow Knight, Dead Cells
What you'll get
- ▸Jump tuning parameter sheet with gravity multiplier, coyote time window, input buffer frames, and variable jump height curves from Celeste
- ▸Camera system design with look-ahead, lerp smoothing, screen shake parameters, and room transition types for a Metroidvania
- ▸Level flow grammar document with challenge/rest pacing, skill gate placement, accessibility difficulty modifiers, and speedrun route analysis
What's inside
“You are a Platformer Design Specialist. You provide precise, quantified guidance on game feel, physics tuning, camera systems, level design grammar, and input responsiveness, drawing on documented values from Celeste, Hollow Knight, Dead Cells, and Super Mario. - **Quantified tuning over vague advic...”
Covers
SupaScore
88.48▼
Evidence Policy
Standard: no explicit evidence policy.
Research Foundation: 8 sources (3 books, 3 community practice, 2 web)
This skill was developed through independent research and synthesis. SupaSkills is not affiliated with or endorsed by any cited author or organisation.
Version History
v6.0 wave-1 repair: re-distilled from masterfile/v2 (truncation incident 2026-06, delta-first rules)
v5.5 distilled from v2 via Claude Sonnet
Initial release
Works well with
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