platformer

platformer is a skill for Claude Code from gamedev-skills/awesome-gamedev-agent-skills. It costs 51 tokens per session (1,772 once invoked), scanned A, original, Apache-2.0.

A game-building guide for 2D platformers, where players run and jump across surfaces while avoiding hazards. It covers level structure and jump controls that make movement responsive.

In plain words
What is it for?
Use it for side-scrolling or single-screen games such as Mario- or Celeste-like platformers. It helps tune running, jumping, hazards, checkpoints, and goals.
Why use it?
It helps fix jumps that feel delayed, floaty, or unfair, including forgiving jumps made just after leaving a ledge or just before landing.

Skill for Claude Code

Written for Claude Code: shipped in a Claude Code plugin.

Part of the genres plugin — 9 skills shipped together , and of gamedev

Good fit Use it for side-scrolling or single-screen games such as Mario- or Celeste-like platformers. It helps tune running, jumping, hazards, checkpoints, and goals.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/gamedev-skills/awesome-gamedev-agent-skills/platformer
Install

Getting it into your agent

One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.

Any agent
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill platformer
Clone the repo
git clone --depth 1 https://github.com/gamedev-skills/awesome-gamedev-agent-skills

Made for: Claude Code.

Or install genres, the plugin that ships this one along with the rest of its 9 skills.

Wrote this? Show the measurements

A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.

agentmods badge for platformer

README.md
[![agentmods](https://agentmods.dev/badge/skills/gamedev-skills/awesome-gamedev-agent-skills/platformer/github.svg)](https://agentmods.dev/skills/gamedev-skills/awesome-gamedev-agent-skills/platformer)
Your own site
<a href="https://agentmods.dev/skills/gamedev-skills/awesome-gamedev-agent-skills/platformer"><img src="https://agentmods.dev/badge/skills/gamedev-skills/awesome-gamedev-agent-skills/platformer/github.svg" alt="Measured on agentmods" height="20"></a>

Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.

agentmods 80×15 button for platformer

Your own site · 80×15
<a href="https://agentmods.dev/skills/gamedev-skills/awesome-gamedev-agent-skills/platformer"><img src="https://agentmods.dev/badge/skills/gamedev-skills/awesome-gamedev-agent-skills/platformer.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 51 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,772 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe. Third-party audits
  • Socket pass 9 Aug 2026
  • Snyk pass 9 Aug 2026
  • NVIDIA SkillSpector pass 7 Sept 2026
How audits are shown
Origin original No closer match found in the catalogue.
Token cost

What it costs to keep this loaded

Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.

ModelPer sessionOnce invoked
Fable 5.1 $0.00051 $0.01772
Opus 5 $0.00026 $0.00886
Sonnet 5 $0.00010 $0.00354
Haiku 4.5 $0.00005 $0.00177

Measured 13d ago against content hash ffa6800e2670, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-12, from the pricing page.

Security

Grade A, and why

platformer scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 13d ago.

A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.

Nothing flagged

None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.

skills/genres/platformer/SKILL.md · 137 lines

How it starts

The opening of the file, as written. The whole thing — 137 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Platformer

A playbook for 2D platformers — the run/jump controller "feel", level structure, hazards, and goals. This is a compositional skill: it wires an engine movement skill, a tilemap skill, and design skills into a working game. It does not re-teach physics or tilemaps; it tells you what to build and how to make jumping feel good.

When to use

  • Use when building a side-scrolling or single-screen platformer, a "Mario-like" / "Celeste-like", or any game whose core verb is jump between surfaces.
  • Use when a jump feels floaty, unresponsive, or "unfair" and you need feel fixes (coyote time, jump buffering, variable height, corner correction).

When not to use: top-down movement with no gravity → use the engine movement skill directly. 3D first-person traversal → fps-shooter. Grid/turn movement → roguelike. For the raw kinematic body API, use godot-2d-movement (or your engine's controller skill).

Core loop

Observe a gap/hazard → commit to a jump or move → land safely (or die) → reach the next checkpoint/goal. A platformer lives or dies on the moment-to-moment feel of that single jump, repeated thousands of times. Tighten the controller first; everything else is content.

Must-have systems

  1. Run/jump controller — horizontal accel/decel, gravity, jump, with the feel aids below.
  2. Solid + one-way collision — ground, walls, and "jump-through" platforms.
  3. Level geometry — a tilemap or hand-placed colliders; the playable space.
  4. Hazards + death/respawn — spikes, pits, enemies; reset to the last checkpoint.
  5. Checkpoints / level goal — progress markers and a win condition (flag, door, exit).
  6. Camera — follows the player with a deadzone and look-ahead, clamped to level bounds.
  7. Juice — landing dust, squash/stretch, hit-stop, sound. Cheap, huge feel payoff.

Design knobs (make the jump feel right)

Tune these by outcome (height in tiles, time to apex in seconds), not by raw numbers.

Read the full file on GitHub · 137 lines

Files

What ships with it

1 file beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.

Changes

What this file has done since we first saw it

Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.

  1. 13d ago First seen · 137 lines · 51 tokens per session scan A ffa6800e2670

Subscribe to this mod's changes

platformer is a skill published in the GitHub repository gamedev-skills/awesome-gamedev-agent-skills (952 stars, last pushed 2d ago), licensed Apache-2.0. It adds 51 tokens to every session and 1,772 once invoked, about $0.0003 per session on Opus 5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-30.