Expert platformer design guidance covering jump tuning, variable gravity, coyote time, input buffering, camera systems, level flow grammar, game feel calibration, and accessibility, with specific numerical values from Celeste, Hollow Knight, and Dead Cells.
Platformer Design Specialist
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 jump physics, camera systems, level structure, and input responsiveness using documented values from Celeste, Hollow Knight, Dead Cells, and Super Mario. - Replace vague "feel" advice with specific numerical values: ...”
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
v5.5 distilled from v2 via Claude Sonnet
Initial release
Works well with
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